获得场景里的actor
for (TActorIterator<AStaticMeshActor> ActorItr(GetWorld()); ActorItr; ++ActorItr)
{
AStaticMeshActor *Mesh = *ActorItr;
UE_LOG(LogTemp, Warning, TEXT("%s"), *(ActorItr->GetName()));
}
获得场景里直接拖到actor上面的actor
TArray<AActor*>aa;
actor->GetAttachedActors(aa);
for (int32 b = 0; b < aa.Num(); b++)
{
AActor*a = aa[b];
UE_LOG(LogTemp, Warning, TEXT("%s"), *(a->GetName()));
}
获得actor上面的component ——通过类型
TArray<UActorComponent*>aa;
actor->GetComponents(aa);
for (int32 b = 0; b < aa.Num(); b++)
{
UActorComponent*a = aa[b];
UE_LOG(LogTemp, Warning, TEXT("%s"), *(a->GetName()));
}
获得actor上面的component ——通过class
actor->GetComponentByClass(UActorComponent::StaticClass());
获得actor上面的component 通过class(所有这个类型的component)——比上面的方法多了一个s
TArray<UActorComponent*> ll( actor->GetComponentsByClass(UActorComponent::StaticClass()));
for (int32 b = 0; b < ll.Num(); b++)
{
UActorComponent*a = ll[b];
UE_LOG(LogTemp, Warning, TEXT("%s"), *(a->GetName()));
}
获得actor上面的root component 下面的所有component
TArray<USceneComponent*> My_Children;
actor->GetRootComponent()->GetChildrenComponents(false, My_Children);
for (int32 b = 0; b < My_Children.Num(); b++)
{
USceneComponent*a = My_Children[b];
UE_LOG(LogTemp, Warning, TEXT("%s"), *(a->GetName()));
}
获得actor上面的UChildComponent 上面的actor
TArray<AActor*>aa;
actor->GetAllChildActors(aa,true);
for (int32 b = 0; b < aa.Num(); b++)
{
AActor*a = aa[b];
UE_LOG(LogTemp, Warning, TEXT("%s"), *(a->GetName()));
}
AActor 类里 有一个Children 属性,这个是服务器用来复制网络消息的,客户端一般用不到
UPROPERTY(transient)
TArray<AActor*> Children;