记一些自己实现的通用功能的例子.备查
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Q.双击模拟(应用于二段跳/双击W加速跑等):
推荐用C++实现的,BP不好维护 搜索定位=_,=
BP:
宏实现:
C++实现:
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.h文件:
UENUM(BlueprintType) enum class EM_ClickType : uint8 { EM_FisrtClick UMETA(DisplayName = "FisrtClick"), EM_DoubleClick UMETA(DisplayName = "DoubleClick") }; UCLASS() class UBPLibrary_CommonDemonstrate : public UBlueprintFunctionLibrary { GENERATED_BODY() public: UFUNCTION(BlueprintCallable) static EM_ClickType DoubleClick(); };
cpp文件:
EM_ClickType UCppBPLibrary_CommonDemonstrate::DoubleClick() { static bool bReadyOnce = false; if (bReadyOnce) { bReadyOnce = false; return EM_ClickType::EM_DoubleClick;// double click } else { bReadyOnce = true; TFuture<void> future = Async<void>(EAsyncExecution::TaskGraph, [=] { FPlatformProcess::Sleep(0.25); if (bReadyOnce) { bReadyOnce = false; return; } }); return EM_ClickType::EM_FisrtClick; // first click } }
使用:
Q.UMG追踪Actor(3D方位转2D UMG坐标):
用于释放指向性道具等需要Actor和UMG联动的操作.
类似泡泡卡丁车的释放导弹追踪功能:
主要函数 BP:
Q.TA向-半透明材质剔除模型重复渲染区域+边缘高亮:
记一下材质球和实现步骤,备复用
目标mesh Component 需启用 RenderCustomDepthPass
移动端开启文档:https://docs.unrealengine.com/en-US/Platforms/Mobile/PostProcessEffects/index.html
Q.TA向-物化/像素化特效:
来源:https://www.artstation.com/artwork/rRaNKO
Q.TA向-后期盒之边缘高亮实现:
来着Youtube: https://www.youtube.com/watch?v=rL7VUeZzRyQ
wait