蓝图样条组件属性参考
本页面中的参考列出了 蓝图样条组件(Blueprint Spline Components) 上可用的各项属性。蓝图样条组件 在 蓝图编辑器 中被选中且为 根组件 时,或组件在 关卡编辑器 中被选中时,显示的属性将有些许不同。
属性
属性 |
|
描述 |
---|---|---|
Location |
Actor 或 组件 在 世界空间 或 相对 其父项的位置。 |
|
Rotation |
Actor 或 组件 在 世界空间 或 相对 其父项的旋转。 |
|
Scale |
Actor 或 组件 在 世界空间 或 相对 其父项的缩放。 |
属性 |
|
描述 |
---|---|---|
Parent Socket |
此组件为 骨架网格体组件 的 子项(或带 套接字 的 静态网格体组件)时,可指定一个 套接字 或 关节 附加到此组件。 |
属性 |
|
描述 |
---|---|---|
Duration |
Specifies the duration of the spline in seconds. |
|
Override Construction Script |
Whether the spline has been edited from its default by the spline component visualizer. |
|
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. |
|
Draw Debug |
If true, the spline will be rendered if the Splines showflag is set. |
|
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. |
|
Default Up Vector |
Default up vector in local space to be used when calculating transforms along the spline. |
Advanced
属性 |
|
描述 |
---|---|---|
Reparam Steps Per Segment |
Number of steps per spline segment to place in the reparameterization table. |
|
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. |
属性 |
|
描述 |
---|---|---|
Editor Unselected Spline Segment Color |
编辑器中未选中的样条组件部分的颜色。 |
|
Editor Selected Spline Segment Color |
编辑器中选中的样条组件部分的颜色。 |
|
Should Visualize Scale |
编辑器中是否显示缩放可视。 |
|
Scale Visualization Width |
在编辑器中启用缩放可视时的样条宽度。 |
属性 |
|
描述 |
||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Input Key |
这是曲线上选中的 曲线点 的索引。 |
|||||||||||||||||||
Position |
这是局部空间中选中的 曲线点 的位置。 |
|||||||||||||||||||
Arrive Tangent |
曲线的切线靠近选中的 曲线点 时,该矢量将对其进行定义。 |
|||||||||||||||||||
Leave Tangent |
曲线的切线离开选中的 曲线点 时,该矢量将对其进行定义。 |
|||||||||||||||||||
Rotation |
旋转可应用至一个 曲线点,以便修改其切线。该值的应用与切线相分离,因此可对两者进行修改,达到所需的效果。 |
|||||||||||||||||||
Scale |
缩放可应用至一个 曲线点,以便修改其切线。该值的应用与切线相分离,因此可对两者进行修改,达到所需的效果。 |
|||||||||||||||||||
Type |
定义位于选中 曲线点 的曲线类型。
|
属性 |
|
描述 |
---|---|---|
Component Tags |
Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting. |
属性 |
|
描述 |
---|---|---|
Auto Activate |
Whether the component is activated at creation or must be explicitly activated. |
属性 |
|
描述 |
---|---|---|
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. |
|
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. |
|
On Component End Overlap |
Event called when something stops overlapping this component. |
|
On Component Wake |
Event called when the underlying physics objects is woken up. |
|
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. |
|
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. |
|
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. |
|
Physics Volume Changed |
物理体积域发生变化时调用的委托。 |