本文整理汇总了C++中GetRootComponent函数的典型用法代码示例。如果您正苦于以下问题:C++ GetRootComponent函数的具体用法?C++ GetRootComponent怎么用?C++ GetRootComponent使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了GetRootComponent函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1:
// Sets default values
AZombieCharacter::AZombieCharacter()
{
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
//Initializing stats and components.
AudioComponent = CreateDefaultSubobject<UAudioComponent>(FName("Audio"));
AudioComponent->AttachTo(GetRootComponent());
ParticleSystemComponent = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("ParticleComp"));
ParticleSystemComponent->bAutoActivate = false;
ParticleSystemComponent->AttachTo(GetRootComponent());
//Combat stats
MinHealth = 100.f;
MaxHealth = 300.f;
MinSpeed = 150.f;
MaxSpeed = 250.f;
MinDamage = 5.f;
MaxDamage = 15.f;
DotTickInSeconds = 1.f;
SlowPercentage = 0.5f;
SlowEffectDuration = 3.f;
Damage = 15.f;
MeleeDistanceThreshold = 150.f;
}
示例2: GetRootComponent
void ANimModCharacter::UpdateRunSounds(bool bNewRunning)
{
if (bNewRunning)
{
if (!RunLoopAC && RunLoopSound)
{
RunLoopAC = UGameplayStatics::PlaySoundAttached(RunLoopSound, GetRootComponent());
if (RunLoopAC)
{
RunLoopAC->bAutoDestroy = false;
}
}
else if (RunLoopAC)
{
RunLoopAC->Play();
}
}
else
{
if (RunLoopAC)
{
RunLoopAC->Stop();
}
if (RunStopSound)
{
UGameplayStatics::PlaySoundAttached(RunStopSound, GetRootComponent());
}
}
}
示例3: GetRootComponent
void AActor::EditorApplyScale( const FVector& DeltaScale, const FVector* PivotLocation, bool bAltDown, bool bShiftDown, bool bCtrlDown )
{
if( RootComponent != NULL )
{
const FVector CurrentScale = GetRootComponent()->RelativeScale3D;
// @todo: Remove this hack once we have decided on the scaling method to use.
if( AActor::bUsePercentageBasedScaling )
{
GetRootComponent()->SetRelativeScale3D(CurrentScale + DeltaScale * CurrentScale);
if (PivotLocation)
{
FVector Loc = GetActorLocation();
Loc -= *PivotLocation;
Loc += DeltaScale * Loc;
Loc += *PivotLocation;
GetRootComponent()->SetWorldLocation(Loc);
}
}
else
{
GetRootComponent()->SetRelativeScale3D(CurrentScale + DeltaScale * CurrentScale.GetSignVector());
}
}
else
{
UE_LOG(LogActor, Warning, TEXT("WARNING: EditorApplyTranslation %s has no root component"), *GetName() );
}
FEditorSupportDelegates::UpdateUI.Broadcast();
}
示例4: GetRandomSpawnLocation
void ABxtAsteroidSpawner::SpawnAsteroid()
{
FActorSpawnParameters spawnParams;
spawnParams.Owner = this;
spawnParams.bDeferConstruction = true;
const FVector spawnLocation = GetRandomSpawnLocation();
const FRotator spawnRotation = FRotator::ZeroRotator;
auto asteroid = GetWorld()->SpawnActor<ABxtAsteroid>(
AsteroidClass, spawnLocation, spawnRotation, spawnParams
);
if (asteroid)
{
asteroid->SetInitialSpeed(AsteroidSpeed);
asteroid->SetDirection(GetRandomSpawnDirection());
// preserve original root component scale
const FVector spawnScale =
GetRootComponent() ? GetRootComponent()->RelativeScale3D : FVector(1.0f, 1.0f, 1.0f);
asteroid->FinishSpawning(FTransform(spawnRotation, spawnLocation, spawnScale), true);
}
}
示例5: MeshFinder
AStick::AStick(){
RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("RootComponent"));
Stick = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("OurVisibleComponent"));
Stick->SetMobility(EComponentMobility::Movable);
Stick->CastShadow = false;
Stick->AttachTo(RootComponent);
UStaticMesh *mesh = nullptr;
static ConstructorHelpers::FObjectFinder<UStaticMesh> MeshFinder(TEXT("StaticMesh'/Game/Models/Baculo/baculo_model.baculo_model'"));
if (MeshFinder.Succeeded()){
mesh = MeshFinder.Object;
Stick->SetStaticMesh(mesh);
}
Stick->SetWorldScale3D(FVector(0.75, 0.75, 0.75));
StickMaterial = ((UPrimitiveComponent*)GetRootComponent())->CreateAndSetMaterialInstanceDynamic(0);
UMaterial* mat = nullptr;
static ConstructorHelpers::FObjectFinder<UMaterial> MatFinder(TEXT("Material'/Game/Models/Baculo/baculo_diffuse.baculo_diffuse'"));
if (MatFinder.Succeeded()){
mat = MatFinder.Object;
StickMaterial = UMaterialInstanceDynamic::Create(mat, GetWorld());
}
EffectsMaterial = ((UPrimitiveComponent*)GetRootComponent())->CreateAndSetMaterialInstanceDynamic(1);
mat = nullptr;
static ConstructorHelpers::FObjectFinder<UMaterial> MatFinderEffects(TEXT("Material'/Game/Models/Baculo/baculoBloom_material.baculoBloom_material'"));
if (MatFinderEffects.Succeeded()){
mat = MatFinderEffects.Object;
EffectsMaterial = UMaterialInstanceDynamic::Create(mat, GetWorld());
}
BBMaterial = CreateDefaultSubobject<UMaterialBillboardComponent>(TEXT("BB"));
BBMaterial->AttachTo(RootComponent);
BBMaterial->SetMobility(EComponentMobility::Movable);
BBMaterial->CastShadow = false;
BBMaterial->SetRelativeLocation(FVector(0, 0, 70));
}
示例6: SetRootComponent
// Sets default values
ASmokePawn::ASmokePawn()
{
// Set this pawn to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
AIControllerClass = ASmokeAIController::StaticClass();
collision = CreateDefaultSubobject<USphereComponent>(TEXT("SmokeCollision"));
SetRootComponent(collision);
collision->SetSimulatePhysics(true);
collision->SetEnableGravity(false);
collision->SetCollisionProfileName(FName("Pawn"));
collision->SetCollisionResponseToChannel(ECollisionChannel::ECC_Pawn, ECollisionResponse::ECR_Overlap);
smokeParticleSystem = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("SmokeParticle"));
smokeParticleSystem->AttachTo(GetRootComponent());
ConstructorHelpers::FObjectFinder<UParticleSystem> particleAsset(TEXT("/Game/Particles/P_Smoke_AI"));
smokeParticleSystem->SetTemplate(particleAsset.Object);
movement = CreateDefaultSubobject<UFloatingPawnMovement>(TEXT("SmokeMovement"));
movement->SetUpdatedComponent(GetRootComponent());
movement->MaxSpeed = 100.0f;
movement->Acceleration = 100.0f;
movement->Deceleration = 0.0;
ConstructorHelpers::FObjectFinder<UBehaviorTree> behaviorAsset(TEXT("/Game/AI/SmokeBrain"));
behavior = behaviorAsset.Object;
}
示例7: TempRot
void AActor::EditorApplyMirror(const FVector& MirrorScale, const FVector& PivotLocation)
{
const FRotationMatrix TempRot( GetActorRotation() );
const FVector New0( TempRot.GetScaledAxis( EAxis::X ) * MirrorScale );
const FVector New1( TempRot.GetScaledAxis( EAxis::Y ) * MirrorScale );
const FVector New2( TempRot.GetScaledAxis( EAxis::Z ) * MirrorScale );
// Revert the handedness of the rotation, but make up for it in the scaling.
// Arbitrarily choose the X axis to remain fixed.
const FMatrix NewRot( -New0, New1, New2, FVector::ZeroVector );
if( RootComponent != NULL )
{
GetRootComponent()->SetRelativeRotation( NewRot.Rotator() );
FVector Loc = GetActorLocation();
Loc -= PivotLocation;
Loc *= MirrorScale;
Loc += PivotLocation;
GetRootComponent()->SetRelativeLocation( Loc );
FVector Scale3D = GetRootComponent()->RelativeScale3D;
Scale3D.X = -Scale3D.X;
GetRootComponent()->SetRelativeScale3D(Scale3D);
}
else
{
UE_LOG(LogActor, Warning, TEXT("WARNING: EditorApplyMirror %s has no root component"), *GetName() );
}
}
示例8: FMessageLog
/**
* Function that gets called from within Map_Check to allow this actor to check itself
* for any potential errors and register them with map check dialog.
*/
void AVolume::CheckForErrors()
{
Super::CheckForErrors();
// The default physics volume can have zero area; it's extents aren't used, only the physics properties
if (IsA(ADefaultPhysicsVolume::StaticClass()))
{
return;
}
if (GetRootComponent() == NULL)
{
FFormatNamedArguments Arguments;
Arguments.Add(TEXT("ActorName"), FText::FromString(GetName()));
FMessageLog("MapCheck").Warning()
->AddToken(FUObjectToken::Create(this))
->AddToken(FTextToken::Create(FText::Format(LOCTEXT( "MapCheck_Message_VolumeActorCollisionComponentNULL", "{ActorName} : Volume actor has NULL collision component - please delete" ), Arguments) ))
->AddToken(FMapErrorToken::Create(FMapErrors::VolumeActorCollisionComponentNULL));
}
else
{
if (GetRootComponent()->Bounds.SphereRadius <= SMALL_NUMBER)
{
FFormatNamedArguments Arguments;
Arguments.Add(TEXT("ActorName"), FText::FromString(GetName()));
FMessageLog("MapCheck").Warning()
->AddToken(FUObjectToken::Create(this))
->AddToken(FTextToken::Create(FText::Format(LOCTEXT( "MapCheck_Message_VolumeActorZeroRadius", "{ActorName} : Volume actor has a collision component with 0 radius - please delete" ), Arguments) ));
}
}
}
示例9: FMessageLog
void AActor::CheckForErrors()
{
if ( GetClass()->HasAnyClassFlags(CLASS_Deprecated) )
{
FFormatNamedArguments Arguments;
Arguments.Add(TEXT("ActorName"), FText::FromString(GetName()));
FMessageLog("MapCheck").Warning()
->AddToken(FUObjectToken::Create(this))
->AddToken(FTextToken::Create(FText::Format(LOCTEXT( "MapCheck_Message_ActorIsObselete_Deprecated", "{ActorName} : Obsolete and must be removed! (Class is deprecated)" ), Arguments) ))
->AddToken(FMapErrorToken::Create(FMapErrors::ActorIsObselete));
return;
}
if ( GetClass()->HasAnyClassFlags(CLASS_Abstract) )
{
FFormatNamedArguments Arguments;
Arguments.Add(TEXT("ActorName"), FText::FromString(GetName()));
FMessageLog("MapCheck").Warning()
->AddToken(FUObjectToken::Create(this))
->AddToken(FTextToken::Create(FText::Format(LOCTEXT( "MapCheck_Message_ActorIsObselete_Abstract", "{ActorName} : Obsolete and must be removed! (Class is abstract)" ), Arguments) ))
->AddToken(FMapErrorToken::Create(FMapErrors::ActorIsObselete));
return;
}
UPrimitiveComponent* PrimComp = Cast<UPrimitiveComponent>(RootComponent);
if( PrimComp && (PrimComp->Mobility != EComponentMobility::Movable) && PrimComp->BodyInstance.bSimulatePhysics)
{
FFormatNamedArguments Arguments;
Arguments.Add(TEXT("ActorName"), FText::FromString(GetName()));
FMessageLog("MapCheck").Warning()
->AddToken(FUObjectToken::Create(this))
->AddToken(FTextToken::Create(FText::Format(LOCTEXT( "MapCheck_Message_StaticPhysNone", "{ActorName} : Static object with bSimulatePhysics set to true" ), Arguments) ))
->AddToken(FMapErrorToken::Create(FMapErrors::StaticPhysNone));
}
if( RootComponent && FMath::IsNearlyZero( GetRootComponent()->RelativeScale3D.X * GetRootComponent()->RelativeScale3D.Y * GetRootComponent()->RelativeScale3D.Z ) )
{
FFormatNamedArguments Arguments;
Arguments.Add(TEXT("ActorName"), FText::FromString(GetName()));
FMessageLog("MapCheck").Error()
->AddToken(FUObjectToken::Create(this))
->AddToken(FTextToken::Create(FText::Format(LOCTEXT( "MapCheck_Message_InvalidDrawscale", "{ActorName} : Invalid DrawScale/DrawScale3D" ), Arguments) ))
->AddToken(FMapErrorToken::Create(FMapErrors::InvalidDrawscale));
}
// Route error checking to components.
TInlineComponentArray<UActorComponent*> Components;
GetComponents(Components);
for ( int32 ComponentIndex = 0 ; ComponentIndex < Components.Num() ; ++ComponentIndex )
{
UActorComponent* ActorComponent = Components[ ComponentIndex ];
if (ActorComponent->IsRegistered())
{
ActorComponent->CheckForErrors();
}
}
}
示例10: GetRootComponent
FVector APawn::GetVelocity() const
{
if(GetRootComponent() && GetRootComponent()->IsSimulatingPhysics())
{
return GetRootComponent()->GetComponentVelocity();
}
const UPawnMovementComponent* MovementComponent = GetMovementComponent();
return MovementComponent ? MovementComponent->Velocity : FVector::ZeroVector;
}
示例11: SetActorEnableCollision
/** Sets the current ball possessor */
void AMagicBattleSoccerBall::SetPossessor(AMagicBattleSoccerCharacter* Player)
{
if (Role < ROLE_Authority)
{
// Safety check. Only authority entities should drive the ball.
}
else
{
// We only allow a possession change if the ball is being unpossessed or the player is not one we're ignoring
if (nullptr == Player || (CanPossessBall(Player) && (PossessorToIgnore != Player)))
{
AMagicBattleSoccerCharacter *OldPossessor = Possessor;
// Assign the new possessor
Possessor = Player;
// Handle cases when the ball had a possessor in the previous frame
if (nullptr != OldPossessor)
{
// Assign the last possessor
LastPossessor = OldPossessor;
// Assign the possessor to ignore
PossessorToIgnore = OldPossessor;
}
// Toggle physics
UPrimitiveComponent *Root = Cast<UPrimitiveComponent>(GetRootComponent());
if (nullptr != Possessor)
{
Possessor->StopWeaponFire(Possessor->PrimaryWeapon);
Possessor->StopWeaponFire(Possessor->SecondaryWeapon);
Root->PutRigidBodyToSleep();
Root->SetSimulatePhysics(false);
Root->SetEnableGravity(false);
SetActorEnableCollision(false);
MoveWithPossessor();
}
else
{
Root->SetSimulatePhysics(true);
Root->SetEnableGravity(true);
SetActorEnableCollision(true);
Root->PutRigidBodyToSleep();
}
}
// Force the orientation to be replicated at the same time the possessor is replicated
UPrimitiveComponent *Root = Cast<UPrimitiveComponent>(GetRootComponent());
ServerPhysicsState.pos = GetActorLocation();
ServerPhysicsState.rot = GetActorRotation();
ServerPhysicsState.vel = Root->GetComponentVelocity();
ServerPhysicsState.timestamp = AMagicBattleSoccerPlayerController::GetLocalTime();
}
}
示例12:
// Sets default values
AAICharacter::AAICharacter()
{
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
BoxComp = CreateDefaultSubobject<UBoxComponent>(FName("BoxComp"));
BoxComp->AttachTo(GetRootComponent());
AudioComp = CreateDefaultSubobject<UAudioComponent>(FName("AudioComp"));
AudioComp->AttachTo(GetRootComponent());
}
示例13: GetMovementComponent
class APhysicsVolume* APawn::GetPawnPhysicsVolume() const
{
const UPawnMovementComponent* MovementComponent = GetMovementComponent();
if (MovementComponent)
{
return MovementComponent->GetPhysicsVolume();
}
else if (GetRootComponent())
{
return GetRootComponent()->GetPhysicsVolume();
}
return GetWorld()->GetDefaultPhysicsVolume();
}
示例14: GetCombinedScale
void ALeapMotionHandActor::UpdateBones(float DeltaSeconds)
{
if (BoneActors.Num() == 0) { return; }
float CombinedScale = GetCombinedScale();
FLeapMotionDevice* Device = FLeapMotionControllerPlugin::GetLeapDeviceSafe();
if (Device && Device->IsConnected())
{
int BoneArrayIndex = 0;
for (ELeapBone LeapBone = bShowArm ? ELeapBone::Forearm : ELeapBone::Palm; LeapBone <= ELeapBone::Finger4Tip; ((int8&)LeapBone)++)
{
FVector TargetPosition;
FRotator TargetOrientation;
bool Success = Device->GetBonePostionAndOrientation(HandId, LeapBone, TargetPosition, TargetOrientation);
if (Success)
{
// Offset target position & rotation by the SpawnReference actor's transform
FQuat RefQuat = GetRootComponent()->GetComponentRotation().Quaternion();
TargetPosition = RefQuat * TargetPosition * CombinedScale + GetRootComponent()->GetComponentLocation();
TargetOrientation = (RefQuat * TargetOrientation.Quaternion()).Rotator();
// Get current position & rotation
ALeapMotionBoneActor* BoneActor = BoneActors[BoneArrayIndex++];
UPrimitiveComponent* PrimitiveComponent = Cast<UPrimitiveComponent>(BoneActor->GetRootComponent());
if (PrimitiveComponent && PrimitiveComponent->IsSimulatingPhysics())
{
FVector CurrentPositon = PrimitiveComponent->GetComponentLocation();
FRotator CurrentRotation = PrimitiveComponent->GetComponentRotation();
// Compute linear velocity
FVector LinearVelocity = (TargetPosition - CurrentPositon) / DeltaSeconds;
// Compute angular velocity
FVector Axis;
float Angle;
ConvertDeltaRotationsToAxisAngle(CurrentRotation, TargetOrientation, Axis, Angle);
if (Angle > PI) { Angle -= 2 * PI; }
FVector AngularVelcity = Axis * (Angle / DeltaSeconds);
// Apply velocities
PrimitiveComponent->SetPhysicsLinearVelocity(LinearVelocity);
PrimitiveComponent->SetAllPhysicsAngularVelocity(AngularVelcity * 180.0f / PI);
}
}
}
}
}
示例15: Super
// Sets default values
ASCharacter::ASCharacter(const class FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
UCharacterMovementComponent* MoveComp = GetCharacterMovement();
// Adjust jump to make it less floaty
MoveComp->GravityScale = 1.5f;
MoveComp->JumpZVelocity = 620;
MoveComp->bCanWalkOffLedgesWhenCrouching = true;
MoveComp->MaxWalkSpeedCrouched = 200;
/* Ignore this channel or it will absorb the trace impacts instead of the skeletal mesh */
GetCapsuleComponent()->SetCollisionResponseToChannel(COLLISION_WEAPON, ECR_Ignore);
// Enable crouching
MoveComp->GetNavAgentPropertiesRef().bCanCrouch = true;
CameraBoomComp = ObjectInitializer.CreateDefaultSubobject<USpringArmComponent>(this, TEXT("CameraBoom"));
CameraBoomComp->SocketOffset = FVector(0, 35, 0);
CameraBoomComp->TargetOffset = FVector(0, 0, 55);
CameraBoomComp->bUsePawnControlRotation = true;
CameraBoomComp->AttachParent = GetRootComponent();
CameraComp = ObjectInitializer.CreateDefaultSubobject<UCameraComponent>(this, TEXT("Camera"));
CameraComp->AttachParent = CameraBoomComp;
CarriedObjectComp = ObjectInitializer.CreateDefaultSubobject<USCarryObjectComponent>(this, TEXT("CarriedObjectComp"));
CarriedObjectComp->AttachParent = GetRootComponent();
MaxUseDistance = 500;
DropWeaponMaxDistance = 100;
bHasNewFocus = true;
TargetingSpeedModifier = 0.5f;
SprintingSpeedModifier = 2.5f;
Health = 100;
IncrementHungerAmount = 5.0f;
IncrementHungerInterval = 5.0f;
CriticalHungerThreshold = 90;
HungerDamagePerInterval = 1.0f;
MaxHunger = 100;
Hunger = 0;
/* Names as specified in the character skeleton */
WeaponAttachPoint = TEXT("WeaponSocket");
PelvisAttachPoint = TEXT("PelvisSocket");
SpineAttachPoint = TEXT("SpineSocket");
}