언리얼

unreal) DrawDebugSphere

HJH0825 2024. 11. 19. 00:47

매개변수

  • Center: The center location of the sphere in the game world.
  • Radius: The radius of the sphere.
  • Segments: The number of segments used to approximate the sphere’s surface.
  • Color: The color of the sphere.
  • PersistentLines: Whether the sphere’s lines should persist between frames.
  • LifeTime: The amount of time the sphere should remain visible, in seconds.
  • DepthPriority: The priority of the sphere’s depth in the rendering pipeline.
  • Thickness: The thickness of the lines used to draw the sphere.

 

	DrawDebugSphere(GetWorld(), GetActorLocation() + FVector(0, 0, 200),
		100.f,12, FColor::Red, true,30.f);

 

 

 

GetHitResultUnderCursor

Trace Hit

void ATank::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);

	if(PlayerControllerRef)
	{
		FHitResult HitResult;
		PlayerControllerRef->GetHitResultUnderCursor(ECC_Visibility, false, HitResult);
		DrawDebugSphere(GetWorld(), HitResult.ImpactPoint,
	25.f,12, FColor::Red, false,-1.f);
	
	}
}

 

 

 

참고
https://agrawalsuneet.github.io/blogs/drawdebugsphere-in-unreal/