Actor
주요 함수
오브젝트 생성
서브오브젝트 생성
T SubObj = CreateDefaultSubobject<T>(TEXT("objectName"));
RootComponent = SubObj;
SubObj2->SetupAttachment(SubObj);
UStaticMesh 설정
SubObj->SetStaticMesh(Mesh.Object);
SpawnActor/DestroyActor/SetLifeSpan
ActorObj = GetWorld()->SpawnActor(ActorClass);
GetWorld()->DestroyActor(ActorObj);
ActorObj->SetLifeSpan(time);
경로에서 에셋 로딩
ConstructorHelpers::FObjectFinder<T> Asset(TEXT("path"));
if (Asset.Succeeded()){}
오브젝트 Cast
T ActorObj2 = Cast<T>(ActorObj);
탐색
World에서 Actor 탐색
TArray<AActor*> Actors;
T ActorObj = UGameplayStatics::GetActorOfClass(GetWorld(), T::StaticClass());
T ActorObj = UGameplayStatics::FindNearestActor(GetActorLocation(), Actors, distance);
UGameplayStatics::GetAllActorsOfClass(GetWorld(), T::StaticClass(), Actors);
UGameplayStatics::GetAllActorsWithTag(GetWorld(), TEXT("tag"), Actors);
물리
Actor 위치 반환
FVector LocationVector = ActorObj->GetActorLocation();
FVector 정규화
DirectionVector.Normalize();
SetActorLocation(LocationVector);
AddActorWorldOffset(DirectionVector);