在场景中划线实例:
ULineBatchComponent* const LineBatcher = GetWorld()->PersistentLineBatcher;//GetDebugLineBatcher(GetWorld(), bPersistentLines, LifeTime, (DepthPriority == SDPG_Foreground));
const float LifeTime = 10.f;
if (LineBatcher != NULL)
{
float LineLifeTime = (LifeTime > 0.f) ? LifeTime : LineBatcher->DefaultLifeTime;
LineBatcher->DrawLine(FVector(50.f, 50.f, 50.f), FVector(1000.f, 1000.f, 1000.f), FLinearColor::Blue, 10, 0.f, LineLifeTime);
}
在游戏HUD中划线:
AHUD::DrawLine
https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/GameFramework/AHUD/DrawLine/index.html
UFUNCTION(BlueprintCallable, Category=HUD, Meta=(LineColor="(R=0,G=0,B=0,A=1)"))
void DrawLine
(
float StartScreenX,
float StartScreenY,
float EndScreenX,
float EndScreenY,
FLinearColor LineColor
)
参考自:
How to use DrawLines ?
https://answers.unrealengine.com/questions/214153/how-to-use-drawlines.html
Draw debug lines for line tracing
https://answers.unrealengine.com/questions/28128/draw-debug-lines-for-line-tracing.html