UE4蓝图节点翻译---Get Actor Eyes View Point

翻译人:灵月散人
参考的引擎版本:4.18.3
翻译内容仅作临时参考,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


官网地址Get Actor Eyes View Point
翻译获得Actor的视点

注解

Returns the point of view of the actor.
Note that this doesn’t mean the camera,
but the ‘eyes’ of the actor. For example,
for a Pawn,
this would define the eye height location,
A camera first person view will typically use this view point.
Most traces (weapon, AI) will be done from this view point.
Target is Actor
较复杂的语句暂不翻译,以下是个人理解
此节点可得到Actor的视点(以正X轴为正前方一个点),
注意!这和摄像机不相关,什么是视点可以自行搜索!
这个视点/点包含的信息:以Actor的坐标原点为3D向量,Actor的正X轴为正前方得到3D旋转


目录树:


Get Actor Eyes View Point



  • 输入

参数名数据类型注解
TargetActor Object Reference
目标引用‘Actor’类型的实例对象


  • 输出

参数名数据类型注解
Out LocationVectorlocation of view point
输出的3D位置3D向量视点3D位置
Out RotationRotatorview rotation of actor
输出的3D旋转3D旋转Actor的3D视角旋转

Begin Object Class=/Script/BlueprintGraph.K2Node_CallFunction Name="K2Node_CallFunction_10"
   bIsPureFunc=True
   bIsConstFunc=True
   FunctionReference=(MemberName="GetActorEyesViewPoint",bSelfContext=True)
   NodePosX=1136
   NodePosY=1872
   NodeGuid=22F754274931B81DA49C2B9D54D93D08
   CustomProperties Pin (PinId=260174C942F529C373BE3F9BC1AC7646,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinToolTip="目标\nActor Object Reference",PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/Engine.Actor"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
   CustomProperties Pin (PinId=3B95820345A6FA7A0F622AA847BA9B5E,PinName="OutLocation",PinToolTip="Out Location\nVector \n\nlocation of view point",Direction="EGPD_Output",PinType.PinCategory="struct",PinType.PinSubCategory="",PinType.PinSubCategoryObject=ScriptStruct'"/Script/CoreUObject.Vector"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,DefaultValue="0, 0, 0",AutogeneratedDefaultValue="0, 0, 0",PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
   CustomProperties Pin (PinId=744C8BAD4FF60860484067A01BF4D3C5,PinName="OutRotation",PinToolTip="Out Rotation\nRotator \n\nview rotation of actor.",Direction="EGPD_Output",PinType.PinCategory="struct",PinType.PinSubCategory="",PinType.PinSubCategoryObject=ScriptStruct'"/Script/CoreUObject.Rotator"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,DefaultValue="0, 0, 0",AutogeneratedDefaultValue="0, 0, 0",PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,)
End Object

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