ue4 2022/05/02 tick
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Unreal Engine 4/Unreal Engine 4
void ACC_KangnamMain::Tick(float DeltaTime) { Super::Tick(DeltaTime); if(Current_PlayerRotation!=Stop_walk) { SetActorRotation(FRotator(0.f, StoC.Direction+cDirection, 0.f)); AddMovementInput(GetActorForwardVector(),1); Store_State=Current_PlayerRotation+cDirection; } else { SetActorRotation(FRotator(0.f,Store_State,0.f)); AddMovementInput(GetActorForwardVector(),0); } if(ForwardCheckValue!=FSta..
2022/04/12 백업본
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Unreal Engine 4/Unreal Engine 4
cpp // Fill out your copyright notice in the Description page of Project Settings. #include "W_LobbyMain.h" #include #include #include #include #include "../Framework/KangnamMain/CC_KangnamMain.h" #include "../Server/Lobby/Net_lobbyServer.h" #include #include "LobbyWidget/W_AccountManagement.h" #include "LobbyWidget/W_IconOutline.h" #include "LobbyWidget/W_RMOutline.h" #include "LobbyWidget/W_In..
2022/04/07 로비메뉴 백업
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Unreal Engine 4/Unreal Engine 4
헤더 // Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "Blueprint/UserWidget.h" #include "../Server/Net_ServerCore.h" #include "LobbyWidget/W_Interact.h" //#include "LobbyWidget/W_RMOutline.h" #include "W_LobbyMain.generated.h" /** * */ UCLASS() class KANGNAMSQUARE_API UW_LobbyMain : public UUserWidget { GENERATED_BODY() p..
2022/03/29 360도 캐릭터 백업
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Unreal Engine 4/Unreal Engine 4
.h // Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "GameFramework/Character.h" #include #include #include #include "../../Server/Net_ServerCore.h" #include "CC_KangnamMain.generated.h" class ANet_ServerCore; USTRUCT() struct FStoC { GENERATED_BODY() FVector Location; FVector Velocity; float Direction; }; /** * */ UCLAS..
OrbitingMovement 컴포넌트 생성
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Unreal Engine 4/Unreal Engine 4
Scene Component를 부모 클래스로 사용하여 생성한다. tick component에 아래 코드를 추가한다. float CurrentValueInRadians = FMath::DegreesToRadians(CurrentValue); SetRelativeLocation(FVector(OrbitDistance * FMath::Cos(CurrentValueInRadians), OrbitDistance * FMath::Sin(CurrentValueInRadians), RelativeLocation.Z)); if(RotateToFaceOutwards) { FVector LookDir = (RelativeLocation).GetSafeNormal(); FRotator LookAtRot = LookDir.Ro..
계층구조 만들기
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Unreal Engine 4/Unreal Engine 4
BoxOne과 BoxTwo라는 두 staticMesh가 있다면 One은 Root에 AttachTo를 시키고 Two는 ChildSceneComponent에 AttachTo를 시킨다. 후에 ChildSceneComponent는 Root에 AttachTo를 시킨다.