蓝图样条组件属性参考

包含在蓝图样条组件的编辑器中可用的所有属性的参考。

Windows
MacOS
Linux

本页面包含了一个在 蓝图样条组件(Blueprint Spline Components) 中可用属性的参考列表。如果在 蓝图编辑器(Blueprint Editor) 中选择了 蓝图样条组件(Blueprint Spline Component),是 根组件(Root Component),或者在 关卡编辑器(Level Editor) 中选择了该组件,则显示的属性将略有不同。

属性

变形

TransformCatRef.png

属性

说明

位置(Location)

Actor组件(Component)世界场景空间(World Space) 中或 相对于(Relative) 其父项的位置。

旋转(Rotation)

Actor组件(Component)世界场景空间(World Space) 中或 相对于(Relative) 其父项的旋转。

缩放(Scale)

Actor组件(Component)世界场景空间(World Space) 中或 相对于(Relative) 其父项的缩放。

套接字

SocketsCatRef.png

属性

说明

父套接字(Parent Socket)

当这个组件是 骨架网格体组件(Skeletal Mesh Component)子项(Child)(或带有 套接字(Socket)静态网格体组件(Static Mesh Component))时,您可以指定一个 套接字(Socket)关节(Joint) 来将这个组件附加到其上。

样条

BPS_SplineCatRef.png

属性

说明

时长(Duration)

Specifies the duration of the spline in seconds.

覆盖构造脚本(Override Construction Script)

Whether the spline has been edited from its default by the spline component visualizer.

将样条点输入到构造脚本中(Input Spline Points to Construction Script)

Whether the spline points should be passed to the User Construction Script so they can be further manipulated by it. If false, they will not be visible to it, and it will not be able to influence the per-instance positions set in the editor.

绘制调试(Draw Debug)

If true, the spline will be rendered if the Splines showflag is set.

闭环(Closed Loop)

Whether the spline is to be considered as a closed loop. Use [API:USplineComponent::SetClosedLoop] to set this property, and [API:USplineComponent::IsClosedLoop] to read it.

默认向上矢量(Default Up Vector)

Default up vector in local space to be used when calculating transforms along the spline.

高级

BPS_SplineCatRefAdv.png

属性

说明

Reparam Steps Per Segment

Number of steps per spline segment to place in the reparameterization table.

固定端点(Stationary Endpoints)

Whether the endpoints of the spline are considered stationary when traversing the spline at non-constant velocity. Essentially this sets the endpoints' tangents to zero vectors.

编辑器

BPS_EditorCatRef.png

属性

说明

编辑器未选中的样条片段颜色(Editor Unselected Spline Segment Color)

编辑器中未选中的样条组件片段的颜色。

编辑器选中的样条片段颜色(Editor Selected Spline Segment Color)

编辑器中选中的样条组件片段的颜色。

应可视化缩放(Should Visualize Scale)

是否应该在编辑器中显示缩放可视化。

缩放可视化宽度(Scale Visualization Width)

在编辑器中启用缩放可视化时样条的宽度。

选中的点

BPS_SelectedPointsRef.png

属性

说明

输入键(Input Key)

这是曲线上选定的 曲线点(Curve Point) 的索引。

位置(Position)

这是所选 曲线点(Curve Point) 在局部空间中的位置。

到达切线(Arrive Tangent)

这个矢量定义了曲线在接近选定 曲线点(Curve Point) 时的切线。

离开切线(Leave Tangent)

这个矢量定义了曲线在离开选定 曲线点(Curve Point) 时的切线。

旋转(Rotation)

旋转可应用于 曲线点(Curve Point) 以修改其切线。这个值与切线是分开应用的,因此可以对两者进行修改以创建所需的结果。

缩放(Scale)

缩放可应用于 曲线点(Curve Point) 以修改其切线。这个值与切线是分开应用的,因此可以对两者进行修改以创建所需的结果。

类型(Type)

定义选定 曲线点(Curve Point) 处的曲线类型。

类型

说明

线性(Linear)

从选定的 曲线点(Curve Point) 到下一个点,曲线将是笔直的。这将影响进入所选 曲线点(Curve Point) 的切线以及离开下一个点的切线。

曲线(Curve)

默认值。曲线点(Curve Points) 的位置(选定曲线点之前和之后)定义了所选 曲线点(Curve Point) 的切线。

常量(Constant)

类似 线性(Linear),但 影响进入所选 曲线点(Curve Point) 的切线以及离开下一个点的切线。

CurveClamped

类似 曲线(Curve),但它夹住曲线的切线。

曲线自定义切线(CurveCustomTangent)

如果您调整 曲线点(Curve Point) 上的任何切线,它将被设置为此值。

标签

TagsCatRef.png

属性

说明

组件标签(Component Tags)

Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

激活

ActivationCatRef.png

属性

说明

自动激活(Auto Activate)

Whether the component is activated at creation or must be explicitly activated.

事件

EventsCatRef.png

属性

说明

On Component Hit

Event called when a component hits (or is hit by) something solid. This could happen due to things like Character movement, using Set Location with 'sweep' enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the 'Overlap' event.

在组件开始重叠时(On Component Begin Overlap)

Event called when something starts to overlaps this component, for example a player walking into a trigger. For events when objects have a blocking collision, for example a player hitting a wall, see 'Hit' events.

在组件结束重叠时(On Component End Overlap)

Event called when something stops overlapping this component.

在组件唤醒时(On Component Wake)

Event called when the underlying physics objects is woken up.

在组件睡眠时(On Component Sleep)

Event called when the underlying physics objects is put to sleep.

On Begin Cursor Over

Event called when the mouse cursor is moved over this component and mouse over events are enabled in the player controller.

On End Cursor Over

Event called when the mouse cursor is moved off this component and mouse over events are enabled in the player controller.

在单击时(On Clicked)

Event called when the left mouse button is clicked while the mouse is over this component and click events are enabled in the player controller.

在释放时(On Released)

Event called when the left mouse button is released while the mouse is over this component click events are enabled in the player controller.

On Input Touch Begin

Event called when a touch input is received over this component when touch events are enabled in the player controller.

On Input Touch End

Event called when a touch input is released over this component when touch events are enabled in the player controller.

On Input Touch Enter

Event called when a finger is moved over this component when touch over events are enabled in the player controller.

On Input Touch Leave

Event called when a finger is moved off this component when touch over events are enabled in the player controller.

物理体积已更改(Physics Volume Changed)

当物理体积更改时将调用的委托。

标签
Select Skin
Light
Dark

欢迎来到全新虚幻引擎4文档站!

我们正在努力开发新功能,包括反馈系统,以便您能对我们的工作作出评价。但它目前还未正式上线。如果您对此页面有任何意见与在使用中遭遇任何问题,请前往文档反馈论坛告知我们。

新系统上线运行后,我们会及时通知您的。

发表反馈意见