本文整理汇总了C++中APlayerController::GetWorldSettings方法的典型用法代码示例。如果您正苦于以下问题:C++ APlayerController::GetWorldSettings方法的具体用法?C++ APlayerController::GetWorldSettings怎么用?C++ APlayerController::GetWorldSettings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APlayerController
的用法示例。
在下文中一共展示了APlayerController::GetWorldSettings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: EnableCamera
AVisualLoggerCameraController* AVisualLoggerCameraController::EnableCamera(UWorld* InWorld)
{
APlayerController* PC = UGameplayStatics::GetPlayerController(InWorld, 0);
if (PC == NULL || PC->Player == NULL || PC->IsLocalPlayerController() == false
|| PC->GetWorld() == NULL)
{
return NULL;
}
if (Instance.IsValid() == false)
{
// spawn if necessary
// and ungly @HACK to be able to spawn camera in game world rathen then
// in editor world (if running PIE). Hate it, but it works, and
// this is a debugging tool
FActorSpawnParameters SpawnInfo;
SpawnInfo.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
SpawnInfo.Owner = PC->GetWorldSettings();
SpawnInfo.Instigator = PC->Instigator;
Instance = InWorld->SpawnActor<AVisualLoggerCameraController>( SpawnInfo );
Instance->Player = PC->Player;
}
if (Instance.IsValid())
{
if (Instance.Get() != PC)
{
// set up new controller
Instance->OnActivate(PC);
// then switch to it
PC->Player->SwitchController( Instance.Get() );
Instance->ChangeState(NAME_Default);
Instance->ChangeState(NAME_Spectating);
}
return Instance.Get();
}
return NULL;
}