UE4之SetRelativeLocation 和SetRelativeRotation ,人物上下移动 这里是坐标,基本上可以对应上。SetRelativeRotation:这个函数主要设置人物的旋转MSkeletaMeshComponent->.../index.htmlSetRelativeLocation:设置组件相对于父组件的位置 参数为 FVector 我这里主要举个例子在说明这个函数的意思,比较直观 调用如下函数 ...
添加Interact事件处理,Timline用作开关门动画,SetRelativeRotation用来调整门的开关程度 3. Timeline设置,双击Timline节点进入Timeline编辑器 添加一个浮点数轨道 将刚才的轨道改名为TrackAlpha,并在轨道上任意地方右键添加两个关键帧 选中第一个关键帧,并将它的Time Value都设为0.0 选中第二个关键帧,并将它的Time Val...
objectTarget rotatorNew RotationNew rotation of the component relative to its parent booleanSweepWhether we sweep to the destination (currently not supported for rotation). booleanTeleportWhether we teleport the physics state (if physics collision is enabled for this object). If true, physics velocity...
FirstPersonCameraComponent->SetRelativeLocation(FVector(-39.56f, 1.75f, 64.f)); // Position the camera FirstPersonCameraComponent->bUsePawnControlRotation = true; // Create a mesh component that will be used when being viewed from a '1st person' view (when controlling this pawn) Mesh1P = C...
运行后发现视角不受控制,总是回到起点,然后又换了个SetActorRelativeRotation,还是这样,好吧那试试Add Add是可以的, 之后我还试了AddActorWorldRotation,发现效果一样,那水平旋转就做好了,接下来是垂直方向。 我稍一思考,就把节点连成这样: 运行之后,哟西,可以转,诶等等,为什么镜头会歪?
SpringArm->RelativeRotation = FRotator(-45.f,0.f,0.f);//45度角SpringArm->TargetArmLength =400.0f;//弹簧臂长度SpringArm->bEnableCameraLag =true; SpringArm->CameraLagSpeed =3.f;//创建相机并附加到弹簧臂//如果没有相机 什么都看不到UCameraComponent* Camera = CreateDefaultSubobject<UCameraCompon...
rotator New Relative Rotation New relative rotation of the actor's root component boolean Sweep Whether we sweep to the destination location, triggering overlaps along the way and stopping short of the target if blocked by something. Only the root component is swept and checked for blocking collisi...
structENGINE_APIFCharacterNetworkMoveData{ENetworkMoveTypeNetworkMoveType;floatTimeStamp;FVector_NetQuantize10Acceleration;FVector_NetQuantize100Location;// Either world location or relative to MovementBase if that is set.FRotatorControlRotation;uint8CompressedMoveFlags;classUPrimitiveComponent*MovementBase;FName...
TickGraph中的各项,其中Draw Debug Shapes是对这个Tick中计算出来部分参数的可视化;Update Grounded Rotation等是根据状态调整角色Rotation方式。 3.1.1 Set Essential Values Acceleration:现在的Velocity和Previous Velocity的差值除以Delta Time计算; Speed:定义为速度的XY轴长度,不考虑Z轴; ...
MyCamera->SetRelativeRotation(FRotator(-45.0f,0.0f,0.0f));4.创建蓝图类BP_MyPawn继承自定义C++类MyPawn5.在蓝图类中添加网格体模型并赋予材质[展开全文] 那些年踩过的蘑菇· 2020-02-21· 502-为自己的Pawn设置相机组件 0 5011.创建新的类MyPawn继承自Pawn...