ue4 设置查看目标 SetViewTarget

1 新建c++ 类

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;

	// declare variables
	UPROPERTY(EditAnywhere)
	AActor* MyActor2;
	
};

MyActor.cpp

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

#include "MyActor.h"
// include gameplay statics header file
#include "Kismet/GameplayStatics.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();

	//Find the actor that handles control for the local player.
	APlayerController* OurPlayerController = UGameplayStatics::GetPlayerController(this, 0);

	//Cut instantly to our actor on begin play.

    if (OurPlayerController)
	{
		if ((OurPlayerController->GetViewTarget() != MyActor2) && (MyActor2!= nullptr))
		{
			OurPlayerController->SetViewTarget(MyActor2);
		}
	}
	
	
	
}

// Called every frame
void AMyActor::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);
}



3 添加actor组件,设置Myactor2参数并运行程序

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