AActor An AActor is an object that is meant to be part of the gameplay experience. AActors are either placed in a level by a designer or created at runtime via gameplay systems. All objects that can be placed into a level extend from this class. Examples include AStaticMeshActor, ACameraActor, and APointLight actors. AActor derives from UObject, so enjoys all of the standard features listed in the previous section. AActors can be explicitly destroyed via gameplay code (C++ or Blueprints) or via the standard garbage collection mechanism when the owning level is unloaded from memory. AActors are responsible for the high-level behaviors of your game’s objects. AActors are also the base type that can be replicated during networking. During network replication, AActors can also distribute information for any UActorComponents owned by that AActor that require network support. AActors have their own behaviors (specialization through inheritance), but they also act as containers for a hie...
https://halisavakis.com/my-take-on-shaders-geometry-shaders/ My take on shaders: Parallax effect (Part II) By Harry Alisavakis on Monday, March 11, 2019 Welcome to the second part of the tutorial on Parallax effects! Now, initially I intended for this tutorial to only have two parts, with which I so naively open on the previous post . However, there’s probably going to be a third part on the series, the subject of which I won’t reveal now, for some dramatic tension. The subject of this part was what I initially intended to achieve and it led me to stumble upon the previous and next tutorials, for which I’m really grateful. It’s the effect that got me so excited about parallax, as I mentioned in the backstory of the previous post, and it’s the very same effect covered in that tutorial I mentioned before, but without the Shader Graph: 1 2 3 4 5 6 7 8 // Calculates UV offset for parallax bump mapping inline float2 ParallaxOffset( half h, half height, half3 vi...
UGameplayStatics :: GetPlayerController ( GetWorld (), 0 ); Then you don't need to iterate through all of them. For example if you are in a Singleplayer Game. 더 ▼ 답변됨 Nov 13 '14 at 4:29 PM eXi 7.2k ● 340 ● 195 ● 482 18 Depends on what you want to do and where you want to do it. The main way you'd do this is here. for ( FConstPlayerControllerIterator Iterator = GetWorld ()-> GetPlayerControllerIterator (); Iterator ; ++ Iterator ) { } Some things have the owner variable as a APlayerController (`APlayerState`, etc) Clients only have 1 controller, their own. Servers have ALL controllers. You'll want to use IsLocalPlayerController to differentiate on the server. 더 ▼ 답변됨 Jul 02 '14 at 2:38 AM Crzyhomer STAFF 1.3k ● 35 ● 26 ● 104 dbrizov Jul 02 '14 at 2:47 AM I see, thank you very much :) Mungyun Nov 13 '14 ...
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