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原创 UE4:C++API
获取鼠标位置所在的ActorAActor* AYourPlayerController::GetActorUnderMouse(){ float MouseX = 0.f; float MouseY = 0.f; if (!GetMousePosition(MouseX, MouseY)) { ret...
2018-05-17 23:19:50 853
原创 获取鼠标所在位置的Actor
AActor* AFaithPlayerController::GetActorUnderMouse(){ float MouseX = 0.f; float MouseY = 0.f; if (!GetMousePosition(MouseX, MouseY)) { return nullptr;...
2018-05-14 11:52:59 564
原创 UE4资源加载
参考链接:https://docs.unrealengine.com/latest/INT/Programming/Assets/AsyncLoading/index.html //官方文档https://wiki.unrealengine.com/TAssetPtr_and_Asynchronous_Asset_Loading //官方维基百科,非常详细https://forums....
2018-05-14 11:51:38 1541
原创 UE4委托
委托DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FPlayerControllerInputEvent, ETouchType::Type, Type, FVector2D, TouchLocation);DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FWorldClientBeginLoadingEvent,...
2018-05-14 11:45:55 353
原创 控件拖动
1:创建至少两个WidgetEquipmentIcon为要拖动的窗口UIItemSelectPanel为拖动的上级窗口2:在要拖动的窗口中,即EquipmentIcon可以使用SizeBox来约束拖动时的Widget大小也可以在组件Details里的SizeToContent自适应大小此Widget和上级Widget必须设为Visible函数重载OnMouseButtonDown和OnDragDe...
2018-05-14 11:45:16 220
原创 射线检测
FCollisionObjectQueryParams QueryParams(ECollisionChannel::ECC_WorldStatic);UWorld* MyWorld = OwnerPtr_->GetWorld();FHitResult HitStatic;if (MyWorld->LineTraceSingleByObjectType(HitStatic, ...
2018-05-14 11:41:42 336
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