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前言 输入系统,输入某个键,响应到GamePlay层做对应的事.例如 点击鼠标,前进还是开枪之类,是如何响应的.这里只说应用层逻辑,硬件层逻辑不讲述. 详解 1.问题来源 先看下面一个例子:跳跃的事件响应堆栈 从上述堆栈我们不难发现,疑惑点主要集中于 APlayerController::ProcessPlayerInput 和 UPlayerInput::ProcessInputStack. (APlayerController::PlayerTick之前的堆栈可以忽略) 2.简要分析 先查看…
Version: Unreal 4.26 问题 为啥UE编辑器会有EPlayNetMode有三种让你选择. 为啥描述World 的ENetMode 会有4种,而不只是(Client/Server 2种). 为何Actor 会有Role的概念. EPlayNetMode UENUM() enum EPlayNetMode { /** A non-networked game will be started. This can be used in combination with bLaunchS…
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