ue4 绕轴旋转 RotateAngleAxis,SetActorLocation

1 新建c++类MyActor

2 MyActor.h

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "MyActor.generated.h"

UCLASS()
class ROTATE_API AMyActor : public AActor
{
	GENERATED_BODY()
	
public:	
	// Sets default values for this actor's properties
	AMyActor();

protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

public:	
	// Called every frame
	virtual void Tick(float DeltaTime) override;

	float AngleAxis;
	
	
};

MyActor.cpp

// Fill out your copyright notice in the Description page of Project Settings.

#include "MyActor.h"


// Sets default values
AMyActor::AMyActor()
{
 	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;
}

// Called when the game starts or when spawned
void AMyActor::BeginPlay()
{
	Super::BeginPlay();

	AngleAxis = 0;
	
}

// Called every frame
void AMyActor::Tick(float DeltaTime)
{
	// 旋转中心点
	FVector NewLocation = FVector(0, 0, 200);

	//声明移动半径的大小
	FVector Radius = FVector(200, 0, 0);

	// 每帧旋转增加角度
	AngleAxis++;

	// prevent number from growind indefinitely
	if (AngleAxis > 360.0f) {

		AngleAxis = 1;
	}
	/*
	*RotateAngleAxis(Angle,Axis)
	*Angle	旋转角度
	*Axis	旋转轴
	**/
	FVector RotateValue = Radius.RotateAngleAxis(AngleAxis, FVector(0, 0, 1));

	NewLocation.X += RotateValue.X;
	NewLocation.Y += RotateValue.Y;
	NewLocation.Z += RotateValue.Z;
	//移动到指定位置
	SetActorLocation(NewLocation);

}

3 actor 下添加组件 sphere 并运行程序

 

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