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communization    音标拼音: [k,ɑmjənəz'eʃən]
n. 共有化,共产化

共有化,共产化


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  • UPrimitiveComponent::IgnoreActorWhenMoving | Unreal Engine 5. 6 . . .
    Tells this component whether to ignore collision with all components of a specific Actor when this component is moved Components on the other Actor may also need to be told to do the same when they move Does not affect movement of this component when simulating physics
  • Ignoring projectile collision with character : r unrealengine - Reddit
    Blueprint Node: Ignore Component When Moving So, on release, for the Arrow: Set Collision Enabled, Detach from Actor, Activate, Ignore Component When Moving, Then Set Projectile Movement Parameters (Velocity) and Play Sound if you've got it
  • How do I set a projectile to ignore the owner (who fired it . . . - Reddit
    For example, if you have a grenade with a 1 second delay but someone drops it on the ground and it hits the ground before it's armed, you won't get that "hit" event and can't react to it You'll have to do a manual overlap check the moment it gets armed to see if you need to react to anything I've tried Ignore Actor Component when moving
  • Line Trace By Channel - Unreal Examples
    Great to detect specific Actors, that the Line Trace hits, to for example deal Damage but you can move the Code wherever you want void AYourCharacter:: Tick (float Deltatime) add Actors to ignore, in this case this Actor if you want to ignore more Actors, just add the Line above again and add a different Actor Type inside
  • Unreal Engine 4. 18 - Game Development Stack Exchange
    Following is the answer for blueprints Ignore Knife with reference to Capsule Component In your character blueprint > event graph draw a new connection from Event BeginPlay node, select Ignore Actor when Moving from list It has two pins Target and Actor, Set Target to Capsule Component reference For Actor you kneed to connect the Knife, but Knife is not exactly a true actor, it is a child
  • Ignore Actor when Moving still triggering hit events on projectile
    Have a problem that has me scratching my head Right now I’m spawning a projectile, and I don’t want it to collide with the owner at all I set it up so that when I spawn my projectile, I set the instigator properly Then in the BeginPlay of the projectile, I’m telling it’s box component to ignore the instigator, and the instigators capsule component to ignore the projectile I did a
  • Actor to Ignore And Ignore actors when moving not working. Print . . .
    The actor tags are found under Variables > Actor You can select each individual component to find their tags You can easily get an actors tags via interfaces, or any other form of getting an actor's reference BTW, it seems the set actor to ignore node in your picture is redundant and not necessary





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