vault backup: 2024-05-28 11:17:28

This commit is contained in:
BlueRose 2024-05-28 11:17:28 +08:00
parent cfe9d85eb4
commit 427aa43ffa
2 changed files with 38 additions and 29 deletions

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#

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// 自由行走模式下, CanSync=trueclient需要同步server的transform信息。
同步Attachment行为。在AActor::OnRep_AttachmentReplication()的基础上添加:
- 判断CanSync标记以此来决定是否同步Transform
- 未Attach组件=>Attch组件前后添加BeforeAttachToNewParent()、AfterAttachToNewParent()
```c++
auto CanSync = CanSyncRelativeTransform(); //获取Sync标记具体的逻辑位于TsIdolActor.ts中
if (attachmentReplication.AttachParent)
{
auto CanSync = CanSyncRelativeTransform(); //获取Sync标记具体的逻辑位于TsIdolActor.ts中
if (attachmentReplication.AttachParent)
{
if (RootComponent)
{
USceneComponent* AttachParentComponent = (attachmentReplication.AttachComponent ? attachmentReplication.AttachComponent : attachmentReplication.AttachParent->GetRootComponent());
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}
}
}
}
}
```
# TsIdolActor.ts
## VirtualOverrider
CanSyncRelativeTransform()
- 不需要同步Transform的情况
- AI控制的ACao角色不需要同步。
- 使用TsIdolMovementComponent并且勾选了ManulMovement的情况不需要同步。
- 动画蓝图中使用了**AnimGraphNode_Fullbody**节点并且bGetMotionData为true的情况不需要同步。
具体代码如下:
```typescript
CanSyncRelativeTransform(): boolean {
if (Utils.HasTag(this.PropTags, new UE.GameplayTag("Idol.AIACao"))) {