六一的部落格


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ESpawnActorCollisionHandlingMethod

给出创建Actor时发生碰撞的处理方法

-
AlwaysSpawn 发生碰撞也创建
 1/** Defines available strategies for handling the case where an actor is spawned in such a way that it penetrates blocking collision. */
 2UENUM(BlueprintType)
 3enum class ESpawnActorCollisionHandlingMethod : uint8
 4{
 5    /** Fall back to default settings. */
 6    Undefined								UMETA(DisplayName = "Default"),
 7    /** Actor will spawn in desired location, regardless of collisions. */
 8    AlwaysSpawn								UMETA(DisplayName = "Always Spawn, Ignore Collisions"),
 9    /** Actor will try to find a nearby non-colliding location (based on shape components), but will always spawn even if one cannot be found. */
10    AdjustIfPossibleButAlwaysSpawn			UMETA(DisplayName = "Try To Adjust Location, But Always Spawn"),
11    /** Actor will try to find a nearby non-colliding location (based on shape components), but will NOT spawn unless one is found. */
12    AdjustIfPossibleButDontSpawnIfColliding	UMETA(DisplayName = "Try To Adjust Location, Don't Spawn If Still Colliding"),
13    /** Actor will fail to spawn. */
14    DontSpawnIfColliding					UMETA(DisplayName = "Do Not Spawn"),
15};

引擎类型



ESpawnActorCollisionHandlingMethod

给出创建Actor时发生碰撞的处理方法

-
AlwaysSpawn 发生碰撞也创建
 1/** Defines available strategies for handling the case where an actor is spawned in such a way that it penetrates blocking collision. */
 2UENUM(BlueprintType)
 3enum class ESpawnActorCollisionHandlingMethod : uint8
 4{
 5    /** Fall back to default settings. */
 6    Undefined								UMETA(DisplayName = "Default"),
 7    /** Actor will spawn in desired location, regardless of collisions. */
 8    AlwaysSpawn								UMETA(DisplayName = "Always Spawn, Ignore Collisions"),
 9    /** Actor will try to find a nearby non-colliding location (based on shape components), but will always spawn even if one cannot be found. */
10    AdjustIfPossibleButAlwaysSpawn			UMETA(DisplayName = "Try To Adjust Location, But Always Spawn"),
11    /** Actor will try to find a nearby non-colliding location (based on shape components), but will NOT spawn unless one is found. */
12    AdjustIfPossibleButDontSpawnIfColliding	UMETA(DisplayName = "Try To Adjust Location, Don't Spawn If Still Colliding"),
13    /** Actor will fail to spawn. */
14    DontSpawnIfColliding					UMETA(DisplayName = "Do Not Spawn"),
15};