六一的部落格


关关难过关关过,前路漫漫亦灿灿。



虚幻C++基础类型,能放置到世界场景中的物体,具有相同的基类AActor。

所有能添加到世界场景中的物体都可称作Actor,如几何体,特效,声音。Actor对象有无实体均可。

可视化需要USceneComponent组件,模型需要UStaticMeshComponent组件。

可以在虚幻编辑器中往关卡添加Actor对象,也可以在代码中动态生成Actor对象。

Actor对象由各种Component组成,所有组件可以根据需求进行组装,方便重用。


AActor


头文件

UE_5.1/Engine/Source/Runtime/Engine/Classes/GameFrameWork/Actor.h


派生关系

AActor

^

UObject

^

UObjectBaseUtility


构成

-
构造函数
BeginPlay 出现在场景中
Tick 每秒更新

AActor::AttachToComponent

将Actor附加到可变换组件的挂载点


声明

1// **
2// * Attaches the RootComponent of this Actor to the supplied component, optionally at a named socket. It is not valid to call this on components that are not Registered.
3// * @param  Parent					Parent to attach to.
4// * @param  AttachmentRules			How to handle transforms and welding when attaching.
5// * @param  SocketName				Optional socket to attach to on the parent.
6// *
7void AttachToComponent(USceneComponent* Parent, const FAttachmentTransformRules& AttachmentRules, FName SocketName = NAME_None);

参数

-
Parent 目标, 可变换组件
AttachmentRules 挂载规则
SocketName 挂载点名字

从属关系


AActor::SetOwner

public

设置上级

1// *
2// * Set the owner of this Actor, used primarily for network replication.
3// * @param NewOwner	The Actor who takes over ownership of this Actor
4// *
5UFUNCTION(BlueprintCallable, Category=Actor)
6virtual void SetOwner( AActor* NewOwner );

AActor::GetOwner

public

访问上级

1// Get the owner of this Actor, used primarily for network replication
2UFUNCTION(BlueprintCallable, Category=Actor)
3AActor* GetOwner() const;

AActor::GetOwner<T>

public

访问上级

1// Templated version of GetOwner(), will return nullptr if cast fails
2template< class T >
3T* GetOwner() const
4{
5    return Cast<T>(GetOwner());
6}

Actor类


虚幻C++基础类型,能放置到世界场景中的物体,具有相同的基类AActor。

所有能添加到世界场景中的物体都可称作Actor,如几何体,特效,声音。Actor对象有无实体均可。

可视化需要USceneComponent组件,模型需要UStaticMeshComponent组件。

可以在虚幻编辑器中往关卡添加Actor对象,也可以在代码中动态生成Actor对象。

Actor对象由各种Component组成,所有组件可以根据需求进行组装,方便重用。


AActor


头文件

UE_5.1/Engine/Source/Runtime/Engine/Classes/GameFrameWork/Actor.h


派生关系

AActor

^

UObject

^

UObjectBaseUtility


构成

-
构造函数
BeginPlay 出现在场景中
Tick 每秒更新

AActor::AttachToComponent

将Actor附加到可变换组件的挂载点


声明

1// **
2// * Attaches the RootComponent of this Actor to the supplied component, optionally at a named socket. It is not valid to call this on components that are not Registered.
3// * @param  Parent					Parent to attach to.
4// * @param  AttachmentRules			How to handle transforms and welding when attaching.
5// * @param  SocketName				Optional socket to attach to on the parent.
6// *
7void AttachToComponent(USceneComponent* Parent, const FAttachmentTransformRules& AttachmentRules, FName SocketName = NAME_None);

参数

-
Parent 目标, 可变换组件
AttachmentRules 挂载规则
SocketName 挂载点名字

从属关系


AActor::SetOwner

public

设置上级

1// *
2// * Set the owner of this Actor, used primarily for network replication.
3// * @param NewOwner	The Actor who takes over ownership of this Actor
4// *
5UFUNCTION(BlueprintCallable, Category=Actor)
6virtual void SetOwner( AActor* NewOwner );

AActor::GetOwner

public

访问上级

1// Get the owner of this Actor, used primarily for network replication
2UFUNCTION(BlueprintCallable, Category=Actor)
3AActor* GetOwner() const;

AActor::GetOwner<T>

public

访问上级

1// Templated version of GetOwner(), will return nullptr if cast fails
2template< class T >
3T* GetOwner() const
4{
5    return Cast<T>(GetOwner());
6}