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引擎节点

这些是 UE 5.5.4 自带的节点,列在这里是因为文档里的蓝图图用到了它们。清单在 data/engine-nodes/ 下的 .txt 文件里,数据由导出器写入 data/api/engine.json。完整说明见 Epic 的官方文档。

事件 · AActor.ReceiveBeginPlay · 中文界面:事件开始运行

Event when play begins for this actor.

事件 · AActor.ReceiveTick · 中文界面:事件Tick

Event called every frame, if ticking is enabled

引脚方向类型
Delta Seconds输出Float

纯函数 · AActor.K2_GetActorLocation · 中文界面:获取Actor位置

Returns the location of the RootComponent of this Actor

引脚方向类型
Return Value输出Vector

纯函数 · AActor.K2_GetActorRotation · 中文界面:获取Actor旋转

Returns rotation of the RootComponent of this Actor.

引脚方向类型
Return Value输出Rotator

纯函数 · AActor.GetComponentByClass · 中文界面:按类获取组件

Searches components array and returns first encountered component of the specified class

引脚方向类型默认值
Component Class输入Actor Component类引用/Script/Engine.ActorComponent
Return Value输出Actor Component对象引用

函数 · AController.Possess · 中文界面:控制

Handles attaching this controller to the specified pawn. Only runs on the network authority (where HasAuthority() returns true). Derived native classes can override OnPossess to filter the specified pawn. When possessed pawn changed, blueprint class gets notified by ReceivePossess and OnNewPawn delegate is broadcasted.

引脚方向类型说明
In Pawn输入Pawn对象引用The Pawn to be possessed.

函数 · UGameplayStatics.GetActorOfClass · 中文界面:获取类的actor

Find the first Actor in the world of the specified class.

引脚方向类型说明
Actor Class输入Actor类引用Class of Actor to find. Must be specified or result will be empty.
Return Value输出Actor对象引用Actor of the specified class.

纯函数 · UGameplayStatics.GetPlayerController · 中文界面:获取玩家控制器

Returns the player controller found while iterating through the local and available remote player controllers. On a network client, this will only include local players as remote player controllers are not available. The index will be consistent as long as no new players join or leave, but it will not be the same across different clients and servers.

引脚方向类型默认值说明
Player Index输入Integer0Index in the player controller list, starting first with local players and then available remote ones
Return Value输出Player Controller对象引用

纯函数 · UKismetMathLibrary.BreakRotator · 中文界面:拆分旋转体

Breaks apart a rotator into {Roll, Pitch, Yaw} angles in degrees

引脚方向类型默认值
RotationInRot输入Rotator0, 0, 0
X (Roll)Roll输出Float
Y (Pitch)Pitch输出Float
Z (Yaw)Yaw输出Float

纯函数 · UKismetMathLibrary.BreakVector · 中文界面:拆分向量

Breaks a vector apart into X, Y, Z

引脚方向类型默认值
In Vec输入Vector0, 0, 0
X输出Float (double)
Y输出Float (double)
Z输出Float (double)

纯函数 · UKismetMathLibrary.MakeRotator · 中文界面:创建旋转体

Makes a rotator {Roll, Pitch, Yaw} from rotation values supplied in degrees

引脚方向类型默认值
X (Roll)Roll输入Float0.0
Y (Pitch)Pitch输入Float0.0
Z (Yaw)Yaw输入Float0.0
Return Value输出Rotator

纯函数 · UKismetMathLibrary.MakeVector · 中文界面:创建向量

Makes a vector {X, Y, Z}

引脚方向类型默认值
X输入Float (double)0.0
Y输入Float (double)0.0
Z输入Float (double)0.0
Return Value输出Vector

纯函数 · UKismetMathLibrary.NotEqual_Int64Int64 · 中文界面:不相等(Integer64)

Returns true if A is not equal to B (A != B)

引脚方向类型说明
A输入WildcardRight click this pin to convert its type.
B输入WildcardRight click this pin to convert its type.
Return Value输出BooleanReturns true if A is not equal to B (A != B)

Right click this pin to convert its type.

纯函数 · UKismetMathLibrary.Conv_RotatorToQuaternion · 中文界面:ToQuaternion(旋转体)

Converts to Quaternion representation of this Rotator.

引脚方向类型默认值
In Rot输入Rotator0, 0, 0
Return Value输出Quat结构体

纯函数 · UKismetMathLibrary.Quat_Rotator · 中文界面:到旋转体(四元数)

Converts to Rotator representation of this Quaternion.

引脚方向类型
Q输入Quat结构体
Return Value输出Rotator

纯函数 · UKismetMathLibrary.VSize · 中文界面:向量长度

Returns the length of the vector

引脚方向类型默认值
A输入Vector0, 0, 0
Return Value输出Float (double)

纯函数 · UKismetMathLibrary.Subtract_IntInt · 中文界面:整数-整数

Subtraction (A - B)

引脚方向类型说明
A输入WildcardRight click this pin to convert its type.
B输入WildcardRight click this pin to convert its type.
Return Value输出WildcardSubtraction (A - B)

Right click this pin to convert its type.

纯函数 · UKismetMathLibrary.Multiply_VectorFloat · 中文界面:向量*浮点

Scales Vector A by B

引脚方向类型说明
A输入WildcardRight click this pin to convert its type.
B输入WildcardRight click this pin to convert its type.
Return Value输出WildcardScales Vector A by B

Right click this pin to convert its type.

纯函数 · UKismetStringLibrary.Conv_DoubleToString · 中文界面:转换为字符串(浮点)

Converts a double value to a string

引脚方向类型默认值
In Double输入Float (double)0.0
Return Value输出String

纯函数 · UKismetStringLibrary.Conv_IntToString · 中文界面:转换为字符串(整型)

Converts an integer value to a string

引脚方向类型默认值
In Int输入Integer0
Return Value输出String

纯函数 · UKismetStringLibrary.Conv_Int64ToString · 中文界面:转换为字符串(Integer64)

Converts an 64-bit integer value to a string

引脚方向类型默认值
In Int输入Integer640
Return Value输出String

纯函数 · UKismetStringLibrary.Conv_RotatorToString · 中文界面:转换为字符串(旋转体)

Converts a rotator value to a string, in the form 'P= Y= R='

引脚方向类型默认值
In Rot输入Rotator0, 0, 0
Return Value输出String

纯函数 · UKismetStringLibrary.Conv_VectorToString · 中文界面:到字符串(向量)

Converts a vector value to a string, in the form 'X= Y= Z='

引脚方向类型默认值
In Vec输入Vector0, 0, 0
Return Value输出String

函数延迟节点 · UKismetSystemLibrary.Delay · 中文界面:延迟

Perform a latent action with a delay (specified in seconds). Calling again while it is counting down will be ignored.

引脚方向类型默认值说明
Duration输入Float0.2length of delay (in seconds).
Completedthen输出执行

函数仅开发版本 · UKismetSystemLibrary.PrintString · 中文界面:打印字符串

Prints a string to the log, and optionally, to the screen If Print To Log is true, it will be visible in the Output Log window. Otherwise it will be logged only as 'Verbose', so it generally won't show up.

引脚方向类型默认值说明
In String输入StringHelloThe string to log out
Print to Screen高级bPrintToScreen输入BooleantrueWhether or not to print the output to the screen
Print to Log高级bPrintToLog输入BooleantrueWhether or not to print the output to the log
Text Color高级输入Linear Color结构体(R=0.000000,G=0.660000,B=1.000000,A=1.000000)The color of the text to display
Duration高级输入Float2.0The display duration (if Print to Screen is True). Using negative number will result in loading the duration time from the config.
Key高级输入NameNoneIf a non-empty key is provided, the message will replace any existing on-screen messages with the same key.

特殊节点 · K2Node_IfThenElse · 中文界面:分支

Branch Statement If Condition is true, execution goes to True, otherwise it goes to False

引脚方向类型默认值
Condition输入Booleantrue
Truethen输出执行
Falseelse输出执行

特殊节点 · Macro:ForEachLoop

ForEachLoop instance

引脚方向类型
Exec输入执行
Array输入Wildcard数组
Loop Body输出执行
Array ElementArray Element输出Wildcard
Array IndexArray Index输出Integer
Completed输出执行

特殊节点 · Macro:ForLoop

Executes LoopBody for each Index from StartIndex to StopIndex, inclusive

引脚方向类型
First Index输入Integer
Last Index输入Integer
Loop Body输出执行
Index输出Integer
Completed输出执行

特殊节点 · K2Node_MakeArray · 中文界面:创建数组

Create an array from a series of items.

引脚方向类型
[ 0]输入Wildcard
Array输出Wildcard数组

特殊节点 · K2Node_ExecutionSequence · 中文界面:序列

Executes a series of pins in order

引脚方向类型
Then 0then_0输出执行
Then 1then_1输出执行

特殊节点 · K2Node_GetSubsystem:UUBotWindSubsystem

Get uBot Wind Subsystem (World Subsystem)

The wind of a world: the sum of every enabled uBot Wind actor and the scripted wind set from Blueprint. The field is uniform in space; the location argument is there for future use.

引脚方向类型
Return Value输出uBot Wind Subsystem对象引用