C++版
// Fill out your copyright notice in the Description page of Project Settings.
#include "HitWhereverYouWant.h"
#include "KismetTraceUtils.h"
#include "Kismet/GameplayStatics.h"
void UHitWhereverYouWant::AlignActorToMouse(AActor* ActorToAlign)
{
const auto World = GWorld->GetGameInstance()->GetWorld();
const APlayerController* PlayerController = UGameplayStatics::GetPlayerController(World, 0);
if (PlayerController && ActorToAlign && World)
{
// 获取鼠标的屏幕坐标
float MouseX, MouseY;
if (PlayerController->GetMousePosition(MouseX, MouseY))
{
// 将屏幕坐标转换为世界空间中的一条射线(起点和方向)
FVector WorldLocation, WorldDirection;
if (PlayerController->DeprojectScreenPositionToWorld(MouseX, MouseY, WorldLocation, WorldDirection))
{
// 执行射线投射
FHitResult HitResult;
FVector StartPoint = WorldLocation;
FVector EndPoint = StartPoint + WorldDirection * 10000.0f; // 射线长度可以根据需要调整
FCollisionQueryParams CollisionParams;
CollisionParams.AddIgnoredActor(ActorToAlign); // 忽略射线投射目标Actor本身
bool bHit = World->LineTraceSingleByChannel(
HitResult,
StartPoint,
EndPoint,
ECC_Visibility, // 或者你需要的其他碰撞通道
CollisionParams
);
if (bHit)
{
// 获取ActorToAlign的位置
FVector ActorLocation = ActorToAlign->GetActorLocation();
// 计算从ActorToAlign指向命中点的方向
FVector ToHitDirection = (HitResult.ImpactPoint - ActorLocation).GetSafeNormal();
// 计算新的旋转,使得ActorToAlign的Z轴指向命中点
FRotator NewRotation = FRotationMatrix::MakeFromZ(ToHitDirection).Rotator();
// 应用新的旋转到ActorToAlign
ActorToAlign->SetActorRotation(NewRotation);
}
}
}
}
}
蓝图版