获得拥有者Pawn,返回的是拥有这个动画实例的Pawn,和
动画实例类接口:GetOwningActor-获得拥有者Actor_WonderChaos的博客-CSDN博客
区别是返回的拥有者是Actor还是Pawn。
//AnimInstance.h
UFUNCTION(BlueprintCallable, Category = "Animation", meta=(NotBlueprintThreadSafe))
virtual APawn* TryGetPawnOwner() const;
//AnimInstance.cpp
APawn* UAnimInstance::TryGetPawnOwner() const
{
USkeletalMeshComponent* OwnerComponent = GetSkelMeshComponent();
if (AActor* OwnerActor = OwnerComponent->GetOwner())
{
return Cast<APawn>(OwnerActor);
}
return NULL;
}