引擎类型
2023年11月18日 2023年11月18日
ESpawnActorCollisionHandlingMethod
给出创建Actor时发生碰撞的处理方法
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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};