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  • UE4在Android调用Project Tango

      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。 

    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;
        }
    }
    UE4 引入库

       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。

    #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, "<init>", "()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()
    {
    }
    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-windows oolsmonitor.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。

    void AFP_FirstPersonCharacter::BeginPlay()
    {
        Super::BeginPlay();
        text = FindActor<ATextRenderActor>(TEXT("TextRenderActor2"));
        text1 = FindActor<ATextRenderActor>(TEXT("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 Tracking

      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。

        UFUNCTION(BlueprintCallable, Category = "Game")
            void SetHeight(float height);
    SetHeight

      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<T>,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。

        template< class T >
        T* FindActor(FString name)
        {
            for (TActorIterator<T> It(GetWorld()); It; ++It)
            {
                T* actor = *It;
                if (It->GetName() == name)
                {
                    return actor;
                }
            }
            return nullptr;
        }
    FindActor

      有知道的同学可以说下。

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  • 原文地址:https://www.cnblogs.com/zhouxin/p/5454077.html
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