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02-Note/DAWA/ASoul/流程笔记/场景流程.md
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02-Note/DAWA/ASoul/流程笔记/场景流程.md
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# 前言
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1. 角色需要`BP_LiveArea`(LiveAreaActor)
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2. Sequence与Camera需要`CameraRoot`Actor(需要与LiveArea完全重叠)
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1. ~~FollowMovementComponent编写各种相机跟踪物体(IdolName、Socket、Bone)~~
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2. 摄像机挂载FollowingComponment。
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# LiveDirector
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## BP_LiveArea
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基类为**ALiveAreaActor**,位于Source/LiveDirector/DirectorFramework/LiveAreaActor.h。直播区域占位用Actor,可以用于定义:
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- WeatherOverride:进入该区域后天气系统重载。
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- WeatherBlendDuration:天气系统重载过渡时间。
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- CareLayers:该区域加载时会自动加载关联的 DataLayer 层级。
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# DirectorCam
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## Core
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### BP_CamPlacement_LiveArea
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一般挂载在**BP_LiveArea**下面。使用LiveDirector - DirectorCam - Template下的模板生成。继承关系为**BP_CamWorkShopPlacement -> ACamWorkShopPlacementActor**,位于Modules/DirectorCam/Core/CamWorkShopPlacementActor.h
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## Data
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### UDirectorCamGroupData
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### UDirectorCamSetupData
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# LevelSequences
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- DirectorCamSetupData
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- Example5400x4800(大动捕室):/Game/LevelSequences/Example5400x4800/CamSetup_5400x4800
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- DirectorCamGroupData:/Game/LevelSequences/Example5400x4800/General
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- Dance
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02-Note/DAWA/ASoul/流程笔记/角色流程.md
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02-Note/DAWA/ASoul/流程笔记/角色流程.md
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# 前言
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继承关系:BP_XXX_Base -> BP_Idol_Base -> TsIdolActor -> AVCharacter -> Character 。
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主要逻辑位于TsIdolActor中,文件路径为`Script/LiveDirector/Character/TsIdolActor.ts`
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# 角色判断逻辑
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PropTags: UE.GameplayTagContainer
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通过Tag判断。
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