【UE4 C++】播放声音、特效
播放声音
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PlaySoundAtLocation()
USoundCue* HitSound = LoadObject<USoundCue>(this, TEXT("SoundCue'/Game/Demo_Drone/Sound/explore_Cue.explore_Cue'")); if (HitSound) { UGameplayStatics::PlaySoundAtLocation(this, HitSound,SweepResult.Location); }
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PlaySound2D()
UGameplayStatics::PlaySound2D(GetWorld(), HitSound)
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其他
SpawnSound2D()
返回 UAudioComponent*CreateSound2D()
返回 UAudioComponent*SpawnSoundAtLocation()
返回 UAudioComponent*SpawnSoundAttached()
返回 UAudioComponent*
播放特效
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SpawnEmitterAtLocation()
返回 UParticleSystemComponent*FString exploreParticlePath = TEXT("ParticleSystem'/Game/InfinityBladeEffects/Effects/FX_Monsters/FX_Monster_Chicken/P_Proj_Chicken_Imp_Explo_01.P_Proj_Chicken_Imp_Explo_01'"); UParticleSystem* exploreFX = LoadObject<UParticleSystem>(this, *exploreParticlePath); if (exploreFX) { UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), exploreFX, FTransform(UKismetMathLibrary::MakeRotFromX(SweepResult.Normal), SweepResult.Location, FVector::OneVector)); }
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SpawnEmitterAttached()
返回 UParticleSystemComponent*
作者:砥才人
出处:https://www.cnblogs.com/shiroe
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