本文整理汇总了C++中AAIController::Possess方法的典型用法代码示例。如果您正苦于以下问题:C++ AAIController::Possess方法的具体用法?C++ AAIController::Possess怎么用?C++ AAIController::Possess使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类AAIController
的用法示例。
在下文中一共展示了AAIController::Possess方法的1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: SpawnAI
APawn* UKismetAIHelperLibrary::SpawnAI(class UObject* WorldContextObject, UBlueprint* Pawn, class UBehaviorTree* BehaviorTree, FVector Location, FRotator Rotation, bool bNoCollisionFail)
{
APawn* NewPawn = NULL;
UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject);
if (World && Pawn && BehaviorTree)
{
FActorSpawnParameters ActorSpawnParams;
ActorSpawnParams.bNoCollisionFail = bNoCollisionFail;
NewPawn = World->SpawnActor<APawn>(Pawn->GeneratedClass, Location, Rotation, ActorSpawnParams);
ActorSpawnParams.bNoCollisionFail = true;
if (NewPawn != NULL)
{
if (NewPawn->Controller == NULL)
{
AAIController* NewController = World->SpawnActor<AAIController>(AAIController::StaticClass(), ActorSpawnParams);
if (NewController)
{
NewController->Possess(NewPawn);
}
}
AAIController* AIController = Cast<AAIController>(NewPawn->Controller);
if (AIController != NULL)
{
AIController->RunBehaviorTree(BehaviorTree);
}
}
}
return NewPawn;
}