UE4 - C++ 射线捕捉

#include "Runtime/Engine/Classes/Kismet/KismetMathLibrary.h"

//省略大部分代码
void AMyFPS_Character::OnMoveingOrRot()
{
GetActorLocation();
//LineTraceSingle_NEW();
if (GEngine != nullptr)
{
FHitResult hit;
auto temp_startPos = GetActorLocation();
auto temp_rota = GetActorRotation(); auto temp_endPos = FRotationMatrix(temp_rota).GetScaledAxis(EAxis::X) * 500.0f; // +
//hit.
m_bodyInstance.LineTrace(hit, temp_startPos, temp_endPos, false, false);
if (hit.Actor != nullptr && hit.Actor != this)
{
m_operaTarget = hit.Actor;
}
}
} //Exa 2
//In player controller class
 
//location the PC is focused on
const FVector Start = GetFocalLocation();
 
//256 units in facing direction of PC (256 units in front of the camera)
const FVector End = Start + GetControlRotation().Vector() * 256;
 
//The trace data is stored here
FHitResult HitData(ForceInit);
 
//If Trace Hits anything
if( UMyStaticFunctionLibrary::Trace(GetWorld(),GetPawn(),Start,End,HitData) )
{
//Print out the name of the traced actor
if(HitData.GetActor())
{
ClientMessage(HitData.GetActor()->GetName());
 
//Print out distance from start of trace to impact point
ClientMessage("Trace Distance: " + FString::SanitizeFloat(HitData.Distance));
}
}
 
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