⭐ Unreal Engine/UE RPG Blueprint
[UE] Targeting, 내적과 외적
Designerd
2023. 2. 8. 09:03
목차
ABP: Animation Blueprint
AN: Blueprint Class AnimNotify
ANS: Blueprint Class - AnimNotifyState
AO: Aim Offset
BP: Blueprint Class
BS: Blend Space
BF: Blueprint Function Library
CS: Matinee Camera Shake
E: Enum 열거형
DT: Data Table
F: 구조체
I: Blueprint Interface
WB: Widget Bluepprint
UE2212_02
Level - LEVEL ABP_Player BP_GameMode BF_Helper IDamage |
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AdvancedMagicFX12 |
Materials | ||
Meshes | |||
Particles | |||
Textures | |||
Character | Animation | Bow | |
Common | |||
Fist | |||
Hammer | |||
Parkour | |||
Sword | |||
Unarmed | |||
Wizard | |||
BlendSpaces | BS_Bow BS_Fist BS_Hammer BS_Sword BS_Unarmed BS_Wizard |
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Materials |
MaterialLayers |
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M_UE4Man_Body M_UE4Man_ChestLogo |
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Mesh | SK_Mannequin SK_MAnnequin_PhysicsAsset Skel_Mannequin |
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Montages |
Around | Around_Montage | |
Bow | AR_DrawBow_Montage AR_ShootAndDraw_Montage |
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Common | HitReaction_Move_Montage HitReaction_Stop_Montage |
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Fist | Fist_Attack_1_Montage Fist_Attack_2_Montage Fist_Attack_3_Montage Fist_Hitted_Montage |
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Hammer | Frank_RPG_2Hand_Combo01_1_Montage Frank_RPG_2Hand_Combo01_2_Montage Frank_RPG_2Hand_Combo01_3_Montage Frank_RPG_2Hand_Combo01_4_Montage |
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Sword | Draw_Sword_Montage Sword_Attack_1_Montage Sword_Attack_2_Montage Sword_Attack_3_Montage |
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Warp | Warp_Montage | ||
Enemy_DeadFall_Montage HitReaction_Montage |
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Textures | UE4_LOGO_CARD UE4_Mannequin__normals UE4_Mannequin_MAT_MASKA UE4Man_Logo_N |
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Weapons | Elven Bow | ||
Greate Hammer | |||
Sword |
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Component | EStateType MovingComponent StateComponent WeaponComponent FeetComponent TargetComponent |
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Effects | P_Cube_Mesh_Test P_Genno_Weapon_Lightning_01 |
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Enemies | BP_Enemy | ||
Environment |
Materials | Textures | |
Meshes | |||
Obstacle | |||
InfinityBladeEffects |
Effects |
FX_Combat_Base | |
FX_Materials | |||
FX_Meshes | |||
FX_Monsters | |||
FX_Textures | |||
FX_Textures_IB | |||
Masters | |||
Materials | M_Mesh M_White_Inst M_Red_Inst M_Green_Inst M_Blue_Inst M_UE4Man_Body_Inst M_UE4Man_ChesLogo_Inst |
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Meshes | Cone_2 Cube_2 Cylinder_2 Sphere_2 |
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Notifies | ANS_Equip ANS_Combo ANS_Collision AN_BeginAction AN_EndAction AN_CameraShake |
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Player | BP_Player FZoomData |
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Sounds | S_BGM S_HitPunch S_OneHand_Hit |
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Textures | Crosshair | ||
Weapons |
Around | Around_FireBall Around_FireBall1 Around_IceBall Around_IceBall1 DT_DoAction_Around DT_Equip_Around DT_HitData_Around Skill_Around Weapon_Around |
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Bow | AO_Aim Curve_Aim DT_DoAction_Bow DT_Equip_Bow DT_HitData_Bow FAimData Skill_Aim Skill_Arrow Weapon_Bow |
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FireBall | DT_DoAction_FireBall DT_Equip_FireBall DT_HitData_FireBall Skill_FireBall Weapon_FireBall |
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Fist | Combo_Fist - Blueprint Class Actor Weapon_Combo 상속 CS_Fist DT_DoAction_Fist DT_Equip_Fist DT_HitData_Fist |
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Hammer | Combo_Fist - Blueprint Class Actor Weapon_Combo 상속 CS_Hammer DT_DoAction_Hammer DT_Equip_Hammer DT_HitData_Hammer |
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Sword | Combo_Sword - Blueprint Class Actor Weapon_Combo 상속 CS_Sword DT_DoAction_Sword DT_Equip_Sword DT_HitData_Sword |
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Warp | Weapon_Warp - Blueprint Class Actor Weapon 상속 DT_DoAction_Warp DT_Equip_Warp |
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EWeaponType FDoActionData FEquipData FHitData Weapon - Blueprint Class Actor Weapon_Combo - Blueprint Class Actor Weapon 상속 M_Weapon Skill |
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Widget | WB_CrossHair |
Targeting
내적과 외적이 같이 쓰이는 경우는?
D3DMatrixLookAtLH
IA -> VS -> RS -> PS -> OM
- RS: 3d에서2d로 변환하는 과정을 갖는다. Culling 과정
Culling: 3d 공간에서 자름
Clipping: 2d 공간에서 자름
수직변의 양이면 앞
수직변이 음이면 뒤
외적으로 좌우를
Target Component
Event Graph
- Tick Targeting 노드 추가
Tick Targeting
확대
- Character - Get Controller - Set Control Rotation
-
- Character 안에 Get Controller는 있지만 Set Control Rotation 없다.
- 그래서 Get Controller를 먼저 호출한 후에 Set Control Rotation에 연결한다.
- Owner to Target과 연결
- Owner to Target = 회전이 완료되어야 하는 값
- Make Rotator
- Y(Pitch)값 = Control Rotation의 Y(Pitch)값
- 위아래는 보간이 안 되도록 만들어준다.
- Current >> Target으로 보간
- Current = Control Rotation, Target = Make Rotator 값
- Make Rotator값
- X (Roll) = Owner To Target X (Roll)
- Y (Pitch) = Control Rotation X (Roll)
- Z (Yaw) = Owner To Target Z (Yaw)
- X, Z는 Control Rotation X, Z에서 Owner To Target X, Z값으로 보간.
- Y는 Control Rotation Y에서 Control Rotation Y값으로 보간 = 보간 없음.
실행화면
벡터 외적
왼손 좌표계
https://hellowoori.tistory.com/38
https://blog.naver.com/destiny9720/221411770100
BP_Cross 생성
Blueprint Class - Actor - BP_Cross 생성
Get Player Location (pure)
- Get Player Location (pure) 생성
- 변수 생성: Player (Static Mesh Actor)
Get Player to Enemy (pure)
- Get Player to Enemy (pure) 생성
- 변수 생성: Enemy (Static Mesh Actor)
Event Graph
실행화면