서의 공간
Pawn 본문
GetBaseAimRotation
/**
* Return the aim rotation for the Pawn.
* If we have a controller, by default we aim at the player's 'eyes' direction
* that is by default the Pawn rotation for AI, and camera (crosshair) rotation for human players.
*/
UFUNCTION(BlueprintCallable, Category=Pawn)
virtual FRotator GetBaseAimRotation() const;
FRotator APawn::GetBaseAimRotation() const
{
// If we have a controller, by default we aim at the player's 'eyes' direction
// that is by default Controller.Rotation for AI, and camera (crosshair) rotation for human players.
FVector POVLoc;
FRotator POVRot;
if( Controller != nullptr && !InFreeCam() )
{
Controller->GetPlayerViewPoint(POVLoc, POVRot);
return POVRot;
}
// If we have no controller, we simply use our rotation
POVRot = GetActorRotation();
// If our Pitch is 0, then use a replicated view pitch
if( FMath::IsNearlyZero(POVRot.Pitch) )
{
if (BlendedReplayViewPitch != 0.0f)
{
// If we are in a replay and have a blended value for playback, use that
POVRot.Pitch = BlendedReplayViewPitch;
}
else
{
// Else use the RemoteViewPitch
POVRot.Pitch = RemoteViewPitch;
POVRot.Pitch = POVRot.Pitch * 360.0f / 255.0f;
}
}
return POVRot;
}
- Controller가 있고 FreeCam상태가 아니라면 Controller가 바라보는 rotator를 반환
- Controller가 없다면 폰의 rotation을 반환
만약 ROVRot.Pitch가 0에 근접하면(0과 같다면), ...
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