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C++ TWeakObjectPtr::SetCollisionObjectType方法代码示例

本文整理汇总了C++中TWeakObjectPtr::SetCollisionObjectType方法的典型用法代码示例。如果您正苦于以下问题:C++ TWeakObjectPtr::SetCollisionObjectType方法的具体用法?C++ TWeakObjectPtr::SetCollisionObjectType怎么用?C++ TWeakObjectPtr::SetCollisionObjectType使用的例子?那么恭喜您, 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TWeakObjectPtr的用法示例。


在下文中一共展示了TWeakObjectPtr::SetCollisionObjectType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: CollisionProfileName

void ADA2UE4Creature::InitSkeletalMeshComponent(TWeakObjectPtr<class USkeletalMeshComponent> SMeshPointer, bool AttachToParent)
{
	SMeshPointer->AlwaysLoadOnClient = true;
	SMeshPointer->AlwaysLoadOnServer = true;
	SMeshPointer->bOwnerNoSee = false;
	SMeshPointer->MeshComponentUpdateFlag = EMeshComponentUpdateFlag::AlwaysTickPose;
	SMeshPointer->bCastDynamicShadow = true;
	SMeshPointer->bAffectDynamicIndirectLighting = true;
	SMeshPointer->PrimaryComponentTick.TickGroup = TG_PrePhysics;
	// force tick after movement component updates
	if (GetCharacterMovement())
	{
		SMeshPointer->PrimaryComponentTick.AddPrerequisite(this, GetCharacterMovement()->PrimaryComponentTick);
	}

	//SMeshPointer->AttachParent = GetCapsuleComponent();
	SMeshPointer->SetupAttachment(GetCapsuleComponent());
	static FName CollisionProfileName(TEXT("CharacterMesh"));
	SMeshPointer->SetCollisionObjectType(ECC_Pawn);
	SMeshPointer->SetCollisionProfileName(CollisionProfileName);
	SMeshPointer->bGenerateOverlapEvents = false;

	// Mesh acts as the head, as well as the parent for both animation and attachment.
	if (AttachToParent)
	{
		//SMeshPointer->AttachParent = MeshHEDComponent;
		SMeshPointer->SetupAttachment(MeshHEDComponent);
		SMeshPointer->SetMasterPoseComponent(MeshHEDComponent);
		SMeshPointer->bUseBoundsFromMasterPoseComponent = true;
	}
}
开发者ID:dhk-room101,项目名称:da2ue4,代码行数:31,代码来源:DA2UE4Creature.cpp


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