本文整理汇总了C++中USceneComponent::SetWorldLocation方法的典型用法代码示例。如果您正苦于以下问题:C++ USceneComponent::SetWorldLocation方法的具体用法?C++ USceneComponent::SetWorldLocation怎么用?C++ USceneComponent::SetWorldLocation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USceneComponent
的用法示例。
在下文中一共展示了USceneComponent::SetWorldLocation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: AttachComponentOfClass
UActorComponent* UActorBlueprintLibrary::AttachComponentOfClass(UObject* WorldContextObject, TSubclassOf<UActorComponent> ComponentClass, AActor* Owner, FName ComponentName, USceneComponent* AttachTo, FName SocketName)
{
if (!Owner)
{
return nullptr;
}
UActorComponent* Component = NewObject<UActorComponent>(Owner, *ComponentClass, ComponentName);
if (!Component)
{
return nullptr;
}
Component->RegisterComponent();
Component->OnComponentCreated();
USceneComponent* SceneComponent = Cast<USceneComponent>(Component);
if (SceneComponent)
{
SceneComponent->SetWorldLocation(Owner->GetActorLocation());
SceneComponent->SetWorldRotation(Owner->GetActorRotation());
USceneComponent* AttachToComponent = AttachTo ? AttachTo : Owner->GetRootComponent();
SceneComponent->AttachToComponent(AttachToComponent, FAttachmentTransformRules::KeepWorldTransform, SocketName);
}
return Component;
}