UE4在Android调用Project Tango
发表于2016-06-20
Project Tango应该说是Google一试水AR的设备,其中Project Tango主要二个功能,一个是获取深度信息,如MS的Kinect,有相当多的设备都有这个功能,二是第一人称相对定位,这个就没那么常见了,如果对这个设备有更深的兴趣,可以看知乎上的这二个链接。
Google Project Tango获取深度信息的原理是什么?
Project tango是如何仅凭自身摄像头实现位置追踪的?
在这就不仔细来说这个东东了,上面二个链接比我自己再来说篇好多了,Project Tango本身有Unity3D的包(googlesamples/tango-examples-unity)如果在Unity3D下开发,相应的东东都已经提供,还有一些实例,能够很容易就开发基于Project Tango的功能出来。
UE4下就比较麻烦了,google没有针对UE4做相应的包,不过,google提供针对安卓开发的项目,一种是Android Studio项目,一个是供JNI调用的C语言项目。
googlesamples/tango-examples-java
googlesamples/tango-examples-c
UE4针对移动平台感觉还是不那么友好,如Unity调用Android项目,大家顺便一搜,都能搞定,而在UE4下引用安卓项目,如下是一个添加针对Android支持Google Play功能的committed。
UE4 Google Play support on Android
可以看到,有些复杂,特别针对我这种UE4与Android都不熟的人,只有想别办法,首先我的需求并不复杂,只是在一个模型与现实重叠的空间利用Project Tango的Motion tracking功能行走,旋转等,简单来说,我现在的办公室环境,利用3D建模做一个和办公室一样的模型,长宽都要对上,这样利用Project Tango 的Tracking,我能只看屏幕也知道我在办公室的那个位置,前面是否有障碍物,就如HTV vive的那二个像个小音箱的东东来检测可活动区域一样。
UE4本身的脚本就是C++语言,自然我就想到利用上面的tango c来做开发,如下主要记录本文实践这种方法遇到的一些问题。
首先安装UE4的安卓开发相关所有软件,UE4已经帮你差不多都搞好。安装安卓软件开发工具包(SDK) ,然后对照这个链接下的UE4安卓快速入门自己测试,一个简单的UE4 安卓程序发出来就没问题了。
tango-examples-c里很简单,一个so文件,相当于win平台中的动态链接库文件,二是一个头文件tango_client_api.h.现在就很简单了,相当于平常我们写C++程序一样,引入动态链接库,然后添加头文件就可,但是UE4中,编译都是靠对应目录下的cs文件编译,我们需要让UE4的规则来引入库与头文件。
按照UE4大家默认的一些目录位置与命名,先把相应头文件与库放入一个ThirdParth文件夹,然后放入UE4工程文件件,与Source,Binaries等目录平行,如下:

然后打开工程名.Build.cs文件,告诉编译器我们需要引入的库与文件。
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 | public class Office_05 : ModuleRules { public Office_05(TargetInfo Target) { PublicDependencyModuleNames.AddRange( new string[] { "Core" , "CoreUObject" , "Engine" , "InputCore" , "Launch" , "UMG" }); //PrivateDependencyModuleNames.AddRange(new string[] { "" }); //PublicIncludePaths.Add("Runtime/Launch/Public"); //PrivateIncludePaths.Add("Runtime/Launch/Private/Android"); if (Target.Platform == UnrealTargetPlatform.Android) { PublicIncludePaths.AddRange( new string[] { "Core" }); PublicIncludePaths.Add( "C:/NVPACK/android-ndk-r10e/platforms/android-19/arch-arm/usr/include" ); LoadBobsMagic(Target); } } private string ModulePath { get { return Path.GetDirectoryName(RulesCompiler.GetModuleFilename( this .GetType().Name)); } } private string ThirdPartyPath { get { return Path.GetFullPath(Path.Combine(ModulePath, "../../ThirdParty/" )); } } public bool LoadBobsMagic(TargetInfo Target) { bool isLibrarySupported = false ; if (Target.Platform == UnrealTargetPlatform.Android) { isLibrarySupported = true ; string LibrariesPath = Path.Combine(ThirdPartyPath, "tango_client_api" , "lib" ); PublicAdditionalLibraries.Add(Path.Combine(LibrariesPath, "libtango_client_api.so" )); } if (isLibrarySupported) { // Include path PublicIncludePaths.Add(Path.Combine(ThirdPartyPath, "tango_client_api" , "include" )); } //Definitions.Add(string.Format("WITH_LIBZPLAY_BINDING={0}", isLibrarySupported ? 1 : 0)); return isLibrarySupported; } } |
PublicDependencyModuleNames我们新添加Launch与UMG,因为我们需要引用这二个库,不然后面引用#include "Android/AndroidJNI.h"里的功能会告诉你没有实现,还有一点特别注意,安卓的功能一定要包含预处理定义PLATFORM_ANDROID当中,当初特别二的以为编译选项选择Android后,就可以直接写NDK代码了,当然现在的编译是由UE4来控制的,所以不用看VS中的错误列表,只需要看VS中的输出,如果提示生成成功,没有error,就可以在设备上发布了。
然后我们包装一下tango_client_api.h里的功能,演示如何在安卓环境下调用JNIEnv,当前active等。
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 | #pragma once #include "Components/TextRenderComponent.h" #include "Office_05.h" #include "MyCharacter.h" #include "TangoApp.h" #include "Engine/TextRenderActor.h" #include "Components/TextRenderComponent.h" #if PLATFORM_ANDROID #include "tango_client_api.h" #include "Android/AndroidApplication.h" #include "Android/AndroidJava.h" #include "Android/AndroidJNI.h" #endif /** * */ class OFFICE_05_API TangoApp { private : static class UTextRenderComponent* textRender; static FVector translation; static FQuat quat; public : TangoApp(); ~TangoApp(); static FVector& GetTranslation() { return translation; } static FQuat& GetQuat() { return quat; } static void SetTextRender( class UTextRenderComponent* tRender) { textRender = tRender; appendText(textRender, TEXT( "VV" )); } static void appendText(UTextRenderComponent* textCompent, const FString& value, bool overrid = false ) { if (textCompent == nullptr) return ; if (!overrid) { FText text = textCompent->Text; FString newText = text.BuildSourceString(); newText.Append( " " ); newText.Append(value); textCompent->SetText(FText::FromString(newText)); } else { textCompent->SetText(FText::FromString(value)); } } #if PLATFORM_ANDROID static void InitTango() { JNIEnv* Env = FAndroidApplication::GetJavaEnv(); jint VersionJint = Env->GetVersion(); int8 Version = (int8)VersionJint; TangoApp::appendText(textRender, FString::FromInt(Version)); jobject currentActive = FAndroidApplication::GetGameActivityThis(); TangoErrorType type = TangoService_initialize(Env, currentActive); TangoApp::appendText(textRender, FString::FromInt(( int )type)); //type = TangoService_setBinder(Env, currentActive); TangoApp::appendText(textRender, TEXT( "A" )); TangoApp::appendText(textRender, FString::FromInt(( int )type)); auto tangoConfig = TangoService_getConfig(TANGO_CONFIG_DEFAULT); type = TangoConfig_setBool(tangoConfig, "config_enable_motion_tracking" , true ); TangoApp::appendText(textRender, FString::FromInt(( int )type)); if (type == TANGO_SUCCESS) { TangoApp::appendText(textRender, TEXT( "B" )); } type = TangoConfig_setBool(tangoConfig, "config_enable_auto_recovery" , true ); TangoApp::appendText(textRender, FString::FromInt(( int )type)); if (type == TANGO_SUCCESS) { TangoApp::appendText(textRender, TEXT( "C" )); } type = TangoConfig_setBool(tangoConfig, "config_enable_learning_mode" , true ); TangoApp::appendText(textRender, FString::FromInt(( int )type)); if (type == TANGO_SUCCESS) { TangoApp::appendText(textRender, TEXT( "D" )); } //TangoApp::Launch(); //TangoApp::appendText(text->GetTextRender(), TangoApplication::getPackageName()); //uuid得不到,相应权限申请不成功,请看TangoApplication::Launch char * uuidList = NULL; type = TangoService_getAreaDescriptionUUIDList(&uuidList); TangoApp::appendText(textRender, FString::FromInt(( int )type)); if (type == TANGO_SUCCESS) { int lenght = 0; for ( int i = 0; i < 1000; i++) { if (uuidList[i] != 0) ++lenght; else { break ; } } FString suuidList(uuidList); TangoApp::appendText(textRender, FString::FromInt(lenght)); } TangoCoordinateFramePair pair; pair.base = TANGO_COORDINATE_FRAME_START_OF_SERVICE; pair.target = TANGO_COORDINATE_FRAME_DEVICE; //用来验证相应数据 //TangoPoseData* poseData = new TangoPoseData(); //pair.base = TANGO_COORDINATE_FRAME_IMU; //pair.target = TANGO_COORDINATE_FRAME_CAMERA_COLOR; //TangoService_getPoseAtTime(0, pair, poseData); //type = TangoService_connectOnTangoEvent(&TangoApp::onTangoConnectEvent); //TangoApp::appendText(textRender), TEXT("E")); //TangoApp::appendText(textRender, FString::FromInt((int)type)); type = TangoService_connectOnPoseAvailable(1, &pair, &TangoApp::TangoService_onPoseAvailable); TangoApp::appendText(textRender, TEXT( "F" )); TangoApp::appendText(textRender, FString::FromInt(( int )type)); //FAppEventManager::GetInstance()->PauseRendering(); type = TangoService_connect(nullptr, tangoConfig); TangoApp::appendText(textRender, FString::FromInt(( int )type)); //FAppEventManager::GetInstance()->ResumeRendering(); } static FString getPackageName() { if (JNIEnv* Env = FAndroidApplication::GetJavaEnv( true )) { auto getPackageMethod = FJavaWrapper::FindMethod(Env, FJavaWrapper::GameActivityClassID, "getPackageName" , "()Ljava/lang/String;" , false ); jstring jsString = (jstring)FJavaWrapper::CallObjectMethod(Env, FJavaWrapper::GameActivityThis, getPackageMethod); check(jsString); const char * nativeName = Env->GetStringUTFChars(jsString, 0); FString ResultName = FString(nativeName); Env->ReleaseStringUTFChars(jsString, nativeName); Env->DeleteLocalRef(jsString); return ResultName; } return FString(); } static void Launch() { if (JNIEnv* Env = FAndroidApplication::GetJavaEnv( true )) { //申请ADF权限 auto intentClass = Env->FindClass( "android/content/Intent" ); auto Constructor = Env->GetMethodID(intentClass, " , "()V" ); auto intentObject = Env->NewObject(intentClass, Constructor); auto intentMethod = FJavaWrapper::FindMethod(Env, intentClass, "setClassName" , "(Ljava/lang/String;Ljava/lang/String;)V" , false ); //auto putExtraMethod = FJavaWrapper::FindMethod(Env, intentClass, "putExtra", "(Ljava/lang/String;Ljava/lang/String;)V", false); /* FJavaWrapper::CallVoidMethod(Env, intentObject, intentMethod, "com.projecttango.tango", "com.google.atap.tango.RequestPermissionActivity"); FJavaWrapper::CallVoidMethod(Env, intentObject, putExtraMethod, "PERMISSIONTYPE", "ADF_LOAD_SAVE_PERMISSION"); auto startAMehtod = FJavaWrapper::FindMethod(Env, FJavaWrapper::GameActivityClassID, "startActivity", "(android/content/Intent;)V", false); */ //FJavaWrapper::CallVoidMethod(Env, currentActive, startAMehtod, intentObject); //check(object); //auto intentObject = Env->NewGlobalRef(object); Env->DeleteLocalRef(intentObject); } //auto intentMethod = FJavaWrapper::FindMethod(Env, intentClass, "setClassName", "(Ljava/lang/String;Ljava/lang/String;)V", false); //auto putExtraMethod = FJavaWrapper::FindMethod(Env, intentClass, "putExtra", "(Ljava/lang/String;Ljava/lang/String;)V", false); /* FJavaWrapper::CallVoidMethod(Env, intentObject, intentMethod, "com.projecttango.tango", "com.google.atap.tango.RequestPermissionActivity"); FJavaWrapper::CallVoidMethod(Env, intentObject, putExtraMethod, "PERMISSIONTYPE", "ADF_LOAD_SAVE_PERMISSION"); auto startAMehtod = FJavaWrapper::FindMethod(Env, FJavaWrapper::GameActivityClassID, "startActivity", "(android/content/Intent;)V", false); */ //FJavaWrapper::CallVoidMethod(Env, currentActive, startAMehtod, intentObject); //FJavaClassObject intentObject(FName("android/content/Intent"), "()V"); //auto intentMethod = intentObject.GetClassMethod("setClassName", "(Ljava/lang/String;Ljava/lang/String;)V"); //auto putExtraMethod = intentObject.GetClassMethod("putExtra", "(Ljava/lang/String;Ljava/lang/String;)V"); //intentObject.CallMethod(intentMethod, "com.projecttango.tango", "com.google.atap.tango.RequestPermissionActivity"); //intentObject.CallMethod(intentMethod, "PERMISSIONTYPE", "ADF_LOAD_SAVE_PERMISSION"); //auto startAMehtod = FJavaWrapper::FindMethod(Env, FJavaWrapper::GameActivityClassID, "startActivity", "(android/content/Intent;)V", false); //FJavaWrapper::CallVoidMethod(Env, currentActive, startAMehtod, intentObject.GetJObject()); //auto tangoClass = Env->GetObjectClass(currentActive); //auto tangoMethod = FJavaWrapper::FindMethod(FAndroidApplication::GetJavaEnv(true), FJavaWrapper::GameActivityClassID, "launchIntent", "(Ljava/lang/String;Ljava/lang/String;[Ljava/lang/String;I)V", false); //auto tangoMethod = FJavaWrapper::FindMethod(Env, tangoClass, "launchIntent", "(Ljava/lang/String;Ljava/lang/String;[Ljava/lang/String;I)V", false); //if (tangoMethod != nullptr) //{ // TangoApplication::appendText(text->GetTextRender(), TEXT("C")); // //使用方法请看AndroidJNI.cpp ->AndroidThunkCpp_Iap_QueryInAppPurchases // jobjectArray tArgs = (jobjectArray)Env->NewObjectArray(1, FJavaWrapper::JavaStringClass, NULL); // jstring StringValue = Env->NewStringUTF(TCHAR_TO_UTF8("PERMISSIONTYPE:ADF_LOAD_SAVE_PERMISSION")); // Env->SetObjectArrayElement(tArgs, 0, StringValue); // Env->DeleteLocalRef(StringValue); // FJavaWrapper::CallVoidMethod(Env, currentActive, tangoMethod, "com.projecttango.tango", // "com.google.atap.tango.RequestPermissionActivity", tArgs, 43); //} } static void onTangoConnectEvent( void * context, const TangoEvent* event) { appendText(textRender, TEXT( "Connect" ), true ); appendText(textRender, FString::SanitizeFloat(event->timestamp)); } //Unity x左右,y上下,z前后 左手 //https://developers.google.com/project-tango/overview/coordinate-systems#project_tango_coordinate_frames //Tango START_OF_SERVICE x左右,y前后,z上下 右手 //Tango Device_Frame x左右,y上下,z前后 右手 //UE4 x前后,y左右,z上下 左手 static void TangoService_onPoseAvailable( void * context, const TangoPoseData* pose) { if (pose->status_code == TANGO_POSE_VALID && pose->frame.base == TANGO_COORDINATE_FRAME_START_OF_SERVICE && pose->frame.target == TANGO_COORDINATE_FRAME_DEVICE ) { translation[0] = pose->translation[0] * 100; translation[1] = pose->translation[1] * 100; translation[2] = pose->translation[2] * 100; quat.X = pose->orientation[0]; quat.Y = pose->orientation[1]; quat.Z = pose->orientation[2]; quat.W = pose->orientation[3]; } else { } } #endif }; "C++文件" #include "Office_05.h" #include "TangoApp.h" class UTextRenderComponent* TangoApp::textRender = nullptr; FVector TangoApp::translation = FVector::ZeroVector; FQuat TangoApp::quat = FQuat::Identity; TangoApp::TangoApp() { } TangoApp::~TangoApp() { } |
在这里有个失败的尝试,我想通过NDK来申请ADF(区域文件相关权限),见上面的Launch方法,总是在调用CallVoidMethod时失败,而上面的getPackageName又没有问题,想不出来是啥问题。
通过工具Android Device Monitor,一般来说如果按照UE4的安卓工具包的流程来安装,这个工具在目录C:NVPACKandroid-sdk-windowstoolsmonitor.bat下,打开Android Device Monitor,一般来说,我们新建一个Filters,如下图设置。

如上图设置后,我们得到错误信息是FindMethod得到的方法为空,到这一步后,相关参数应该没有问题,可能是还要引入新的库,总之,在这我们得不到区域文件,那么我们不能通过区域文件来定义,只能通过设备开始位置来定位了,这样我们需要在特定的位置,特定的方向打开这个程序才能正确tracking现实与模型,这样限制太大,所以我们需要提供一UI可以自己修改位置与方向,这样,在开始时,我们先调到我们本身的位置与方向与项目的位置与方向重合。还好,这个东东并不需要我们多花费时间,UE4里本身的功能与内容包里,就有一个C++功能First Person,我们添加到项目中,这个在安卓下就提供二个圈给我们,一个圈调整水平位置,一个调整视角方向,刚好满足我们的需求,现在我们结合First Person与Tango,让Tango本身的路径追踪来替代First Person里的行走,如下是主要的修改位置。
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 | void AFP_FirstPersonCharacter::BeginPlay() { Super::BeginPlay(); text = FindActor "TextRenderActor2" )); text1 = FindActor "TextRenderActor3" )); TangoApp::SetTextRender(text->GetTextRender()); #if PLATFORM_ANDROID TangoApp::InitTango(); //TangoApp::Launch(); #endif TangoApp::appendText(text->GetTextRender(), TEXT( "T" ), true ); TangoApp::appendText(text1->GetTextRender(), TEXT( "R" ), true ); } void AFP_FirstPersonCharacter::Tick( float DeltaTime) { Super::Tick(DeltaTime); #if PLATFORM_ANDROID //Tango Device_Frame/OpenGL x左右,y上下,z前后 右手 //UE4 x前后,y左右,z上下 左手 //Tango START_OF_SERVICE x左右,y前后,z上下 右手 //Unity x左右,y上下,z前后 左手 ////Device_Frame (Unreal camera to Drive) //FMatrix ucTd(-FVector::UpVector, FVector::ForwardVector, FVector::RightVector, FVector::ZeroVector); ////(Drive to START_SERVICE) //FTransform dTss(TangoApp::GetQuat(), TangoApp::GetTranslation(), FVector(1, 1, 1)); ////X,Y互换 (START_SERVICE to Unreal world) //FMatrix ssTuw(FVector::RightVector, -FVector::ForwardVector, FVector::UpVector, FVector::ZeroVector); ////ucTd * dTss * ssTuw //FTransform dTuw = FTransform(ucTd) * dTss * FTransform(ssTuw); //SetActorRelativeLocation(dTuw.GetLocation()); //auto rotator = dTuw.Rotator();// (dTuw.GetRotation() * FQuat::FQuat(FVector::ForwardVector, -PI / 2.0f)).Rotator(); //dTuw.Rotator();// auto ToConvert = TangoApp::GetQuat(); auto translation = TangoApp::GetTranslation(); FQuat TangoToUnrealQuat(ToConvert.Z, -ToConvert.X, -ToConvert.Y, ToConvert.W); //0.7071(rad/2) angle = 90 axis = (0,1,0) FQuat ConvertedQuat = (FQuat(0.0, 0.7071, 0.0, 0.7071) * TangoToUnrealQuat); if (WeaponRange < 0 || WeaponRange >100) { WeaponRange = 0; } FVector ConvertedFVector = 1 * cRotaror.RotateVector(FVector(translation[1], translation[0], translation[2] + WeaponRange)) + cPostion; SetActorRelativeLocation(ConvertedFVector); FRotator rotator = ConvertedQuat.Rotator() + cRotaror; if (Controller != nullptr) { Controller->SetControlRotation(rotator); } //if (GEngine) //{ // auto quat = ConvertedQuat; //dTuw.GetRotation();// // GEngine->AddOnScreenDebugMessage(0, 30.f, FColor::Red, "X:" + FString::SanitizeFloat(quat.X) // + " Y:" + FString::SanitizeFloat(quat.Y) // + " Z:" + FString::SanitizeFloat(quat.Z)); //} #endif if (GEngine) { GEngine->AddOnScreenDebugMessage(0, 30.f, FColor::Red, "H:" + FString::SanitizeFloat(WeaponRange)); } } void AFP_FirstPersonCharacter::MoveForward( float Value) { if (Value != 0.0f) { // Add movement in that direction AddMovementInput(GetActorForwardVector(), Value); cPostion += GetActorForwardVector()*Value; } } void AFP_FirstPersonCharacter::MoveRight( float Value) { if (Value != 0.0f) { // Add movement in that direction AddMovementInput(GetActorRightVector(), Value); cPostion += GetActorRightVector()*Value; } } void AFP_FirstPersonCharacter::TurnAtRate( float Rate) { // Calculate delta for this frame from the rate information AddControllerYawInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds()); cRotaror.Yaw += Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds(); } void AFP_FirstPersonCharacter::LookUpAtRate( float Rate) { // Calculate delta for this frame from the rate information AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds()); cRotaror.Pitch += Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds(); } |
Tango里需要注意,每个摄像机,还有设备本身都采用不同的坐标系,如下图。


想看更完全的介绍,请看 coordinate-systems 这个链接,如果不能打开,提示二个字,红杏。
嗯,在这差不多了,一个简单利用Tango tracking,漫游办公室的小程序就有了,是不是有点AR的感觉。Tango这部分就差不多完了,但是有个小问题,UI能调整水平方向,高度不能调整,我们增加一个调整高度的UI,顺便演练下蓝图调用C++的API的方法。
首先我们创建一个基于GameMode的我们自己的MyGameMode.

然后和上面一样,创建一个基于HUD的自己的MyHUD,在MyGameMode中的HUD选择MyHUD,在蓝图中,我们选择添加用户控件里的用户蓝图,名字设为MyGUI.
在MyHUD中,添加MyGUI到视图中,相应蓝图设置如下。

在MyGUI中添加一个Slider,其中OnValueChanged中设置如下:

其中FP_FirstPersonCharacter添加如下方法。
1 2 | UFUNCTION(BlueprintCallable, Category = "Game" ) void SetHeight( float height); |
特性声明BlueprintCallable,其中Category是在蓝图中添加方法的分组名。
差不多完了,最后想起一个问题,在从 Unity 到 UE4 的快速上手与迁移 里的一个API,FindObject,使用不成功,在AActor里使用反正得不到结果,同样的参数,传入如下函数就可以。
1 2 3 4 5 6 7 8 9 10 11 12 13 | template < class T > T* FindActor(FString name) { for (TActorIterator It(GetWorld()); It; ++It) { T* actor = *It; if (It->GetName() == name) { return actor; } } return nullptr; } |
有知道的同学可以说下。