UE4蓝图节点文档翻译【目录】--- AI

翻译人:紫雪恋蝶
参考的引擎版本:
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官网地址AI
汉化人工智能

目录树:



Actions(可操作节点)

节点名原文及汉化者备注(中文备注内容是汉化者的个人理解,仅供临时参考!须以英文原文为标准)
AI MoveToSimple order for Pawn with AIController to move to a specific location
让AI移动到某处用AI控制器将角色移动到特定位置
ClearFocusClears Focus, will also clear FocalPoint as a result Target is AIController
清除焦点清除AI控制器的聚焦点
Get AIControllerThe way it works exactly is if the actor passed in is a pawn, then the function retrieves pawn’s controller cast to AIController. Otherwise the function returns actor cast to AIController. Target is AIBlueprint Helper Library
获得AI控制器获得AI角色的控制器的控制权力
Get Avoidance Velocity for ComponentCalculate avoidance velocity for component (avoids collisions with the supplied component) Target is Avoidance Manager
获取构件的回避速度计算组件的回避速度
Get BlackboardGet Blackboard Target is AIBlueprint Helper Library
获得黑板对AI蓝图数据库获取黑板
Get Current PathReturns a copy of navigation path given controller is currently using. The result being a copy means you won’t be able to influence agent’s pathfollowing by manipulating received path Target is AIBlueprint Helper Library
获取当前路径返回给定控制器当前使用的导航路径的副本
Get Focal PointRetrieve the final position that controller should be looking at. Target is AIController
获得焦点检索控制器应该查看的最终位置
Get Focal Point on ActorRetrieve the focal point this controller should focus to on given actor. Target is AIController
获得角色焦点检索该控制器应该聚焦在给定角色上的焦点
Get Focus ActorGet the focused actor. Target is AIController
获得焦点角色获得这个焦点位置的角色
Get New Avoidance UIDGet appropriate UID for use when reporting to this function or requesting RVO assistance. Target is Avoidance Manager
获取新的回避UID在向此函数报告或请求RVO帮助时,使用适当的UID
Get Object CountGet the number of avoidance objects currently in the manager. Target is Avoidance Manager
获取对象计数获取当前管理器中的回避对象数量
Is Valid AIDirectionIs Valid AIDirection Target is AIBlueprint Helper Library
AI的有效方向有效的AI方向
Is Valid AILocationIs Valid AILocation Target is AIBlueprint Helper Library
AI的有效定位有效的AI定位
Is Valid AIRotationIs Valid AIRotation Target is AIBlueprint Helper Library
AI的有效角度有效的AI角度
Make NoiseTrigger a noise caused by a given Pawn, at a given location. Note that the NoiseInstigator Pawn MUST have a PawnNoiseEmitterComponent for the noise to be detected by a PawnSensingComponent. Senders of MakeNoise should have an Instigator if they are not pawns, or pass a NoiseInstigator.Target is Actor
制造噪声在给定位置触发给定角色引起噪声
Pawn Make NoiseInform AIControllers that you’ve made a noise they might hear (they are sent a HearNoise message if they have bHearNoises==true) The instigator of this sound is the pawn which is used to call MakeNoise. Target is Pawn
让Pawn制造噪声告知AI控制器你发出了他们可能听到的噪声
Register Movement ComponentRegister with the given avoidance manager. Target is Avoidance Manager
登记移动组件与给定的回避管理者进行登记
Run Behavior TreeStarts executing behavior tree. Target is AIController
运行行为树开始执行行为树
SayExec command to broadcast a string to all players Target is Game Mode
广播/交流执行对所有玩家目标广播字符串的命令
Send AIMessageSend AIMessage Target is AIBlueprint Helper Library
发送AI消息发送人工智能消息
SetFocalPointSet the position that controller should be looking at. Target is AIController
设置焦点设置控制器应该查看的位置
SetFocusSet Focus for actor, will set FocalPoint as a result. Target is AIController
设定焦点从指定类型中大量生成AI角色
Spawn AIFrom ClassSpawn AIFrom Class Target is AIBlueprint Helper Library
从类当中大量生成AI从指定类型中大量生成AI角色
Use BlackboardMakes AI use the specified Blackboard asset & creates a Blackboard Component if one does not already exist. Target is AIController
使用黑板让AI使用黑板

Categories(分类)

节点名备注
Behavior TreeBehavior Tree
行为树
ComponentsComponents
组件
DebugDebug
调试
EQSEQS
场景查询
LogicLogic
逻辑
NavigationNavigation
导航
Pawn ActionsPawn Actions
Pawn行动
PerceptionPerception
感知
TasksTasks
任务
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