汉化人:巴拉达尔
参考的引擎版本:4.19.1
汉化内容仅作临时参考,目的是为了降低无基础者初期的学习门槛。
所以当书写、交流、等实际使用时切记: 须以英文为准
若你对汉化感兴趣,请点击【汉化进度/模板共享】
官网地址:
官网地址 | Collision |
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汉化 | 碰撞 |
目录树:
Actions (当前目录可操作的节点)
节点名 | 注解 | 英文/汉化 |
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Event ActorBeginOverlap | Event when this actor overlaps another actor, for example a player walking into a trigger. For events when objects have a blocking collision, for example a player hitting a wall, see ‘Hit’ events. Note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events. Target is Actor | 英文 |
Actor重叠时事件 |
这个人总结的不错,包括下面的 个人理解:当指定对象与另一个对象重叠(空间坐标位置的物体重叠)时执行 | 汉化 |
Event ActorEndOverlap | Event when an actor no longer overlaps another actor, and they have separated. Note: Components on both this and the other Actor must have bGenerateOverlapEvents set to true to generate overlap events. Target is Actor | 英文 |
Actor结束重叠时事件 | 个人理解: 当指定对象与另一个对象不再重叠(空间坐标位置的物体重叠)时执行 | 汉化 |
Event Hit | Event when this actor bumps into a blocking object, or blocks another actor that bumps into it. This could happen due to things like Character movement, using Set Location with ‘sweep’ enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the ‘Overlap’ event. Note: For collisions during physics simulation to generate hit events, ‘Simulation Generates Hit Events’ must be enabled. Note: When receiving a hit from another object’s movement (bSelfMoved is false), the directions of ‘Hit.Normal’ and ‘Hit.ImpactNormal’ will be adjusted to indicate force from the other object against this object. Note: NormalImpulse will be filled in for physics-simulating bodies, but will be zero for swept-component blocking collisions. Target is Actor | 英文 |
命中时事件 | 个人理解: 当两个对象有接触、碰撞、重叠…时执行 | 汉化 |