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在尝试 [using a static camera in UE](https://dev.epicgames.com/documentation/en-us/unreal-engine/using-a-static-camera-in-unreal-engine) 时看到的一些回调函数 | ||
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一个是 `Actor::NotifyActorBeginOverlap`,`Actor::NotifyActorEndOverlap`,它们在 actor 中默认是实现是分别调用 `Actor::ReceiveActorBeginOverlap`,`Actor::ReceiveActorEndOverlap` 函数,后者这俩是 `BlueprintImplementableEvent`,可以在蓝图中重载 | ||
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然后是 `Actor` 的 `OnActorBeginOverlap` 与 `OnActorEndOverlap` 字段,它们是两个动态多播 | ||
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再者是 primitive component 的 `OnComponentBeginOverlap` 与 `OnComponentEndOverlap` 字段,它们也是两个动态多播 | ||
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这些函数都是在 `UPrimitiveComponent::BeginComponentOverlap` 和 `UPrimitiveComponent::EndComponentOverlap` 函数中被调用的 | ||
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从 editor 界面的设置上来看,collision 相关的设置和 physics 相关的设置是分开的。前者专门处理 collision 和 overlap,后者不知道了,但比如 gravity 之类的显然是后者负责的 | ||
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一些控制 collision 和 overlap 的因素:`bGenerateOverlapEvents` 控制是否能产生 overlap event,`bGenerateOverlapEventsDuringLevelStreaming` 控制在初始加载时是否产生 overlap,以及还有 overlap presets 等等 | ||
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TODO:解释什么情况下发生 overlap,什么情况下发生碰撞。第一个问题是 box component 为什么在场景中不可见(或许应该整体看看 shape component 是怎么回事),然后是为什么是发生 overlap,而没有发生碰撞。感觉是不是和 volume 这个概念有些关系,[using a static camera in UE](https://dev.epicgames.com/documentation/en-us/unreal-engine/using-a-static-camera-in-unreal-engine) 例子中也将这个 box component 称为 volume | ||
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TODO:看下第一人称模板中子弹的碰撞设置,我尤其关心如何设置物体的碰撞模型的。另外,我尝试在场景中设置两把枪,捡起一把枪后,向另一把枪射击子弹,子弹会被枪弹开,那为什么人可以直接走上去捡起来枪,而不是被弹开呢 | ||
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官方的 collision 文档:[collision-in-unreal-engine](https://dev.epicgames.com/documentation/en-us/unreal-engine/collision-in-unreal-engine?application_version=5.4) | ||
TODO:[Exploring Unreal's physics framework](https://itscai.us/blog/post/ue-physics-framework/) 对物理模块总结得挺好 |