我正在使用以下代码将对象及其设置旋转到可在编辑器中移动。
void URotateMe::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
FRotator rot = Owner->GetTransform().Rotator();
UE_LOG(LogTemp, Warning, TEXT("rotation before : %s"), *rot.ToString());
Owner->GetTransform().SetRotation(FQuat(rot.Add(0, 20, 0)));
rot = Owner->GetTransform().Rotator();
UE_LOG(LogTemp, Warning, TEXT("rotation after : %s"), *rot.ToString());
}
有人可以帮我看看我做错了什么,因为我不熟悉虚幻引擎。
答案 0 :(得分:4)
首先,检查你的BeginPlay()方法,你有
AActor* Owner = GetOwner();
否则UE无法识别Owner
指针
FRotator rot = Owner->GetTransform().Rotator();
此外,对于Owner->GetTransform().SetRotation(FQuat(rot.Add(0, 20, 0)));
我建议远离FQuat
作为初学者,因为Quaternion引用可能有点奇怪。尝试使用SetActorRotation()
方法(顺便提一下有多个签名,包括FQuat()和Frotator()),这样你就可以这样做了:
Owner->GetTransform().SetActorRotation(FRotator(0.0f, 20.0f, 0.0f)); // notice I am using SetActorRotation(), NOT SetRotation()
或者甚至更好,这是您的代码在 BeginPlay()中应该是这样的:
AActor* Owner = GetOwner();
FRotator CurrentRotation = FRotator(0.0f, 0.0f, 0.0f)
Owner->SetActorRotation(CurrentRotation);
然后你的 TickComponent():
CurrentRotation += FRotator(0.0, 20.0f, 0.0f)
Owner->SetActorRotation(CurrentRotation); // rotate the Actor by 20 degrees on its y-axis every single frame