本文整理汇总了C++中TWeakObjectPtr::SetMasterPoseComponent方法的典型用法代码示例。如果您正苦于以下问题:C++ TWeakObjectPtr::SetMasterPoseComponent方法的具体用法?C++ TWeakObjectPtr::SetMasterPoseComponent怎么用?C++ TWeakObjectPtr::SetMasterPoseComponent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类TWeakObjectPtr
的用法示例。
在下文中一共展示了TWeakObjectPtr::SetMasterPoseComponent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;
}
}