第一种方式,是用样条线,简明扼要,但是打包后就消失了。
AActor* actor = world->SpawnActor< AActor>(ActorClass);
actor->AttachToActor(this, FAttachmentTransformRules::KeepRelativeTransform);
USplineComponent* splineComponent = this->GenerateSplineComponent(info, radius,actor);
splineComponent->AttachToComponent(actor->GetRootComponent(), FAttachmentTransformRules::KeepRelativeTransform);
TArray<FVector> posArray;
USplineComponent* splineComponent = this->GenerateSplineComponent(posArray,actor);
splineComponent->AttachToComponent(actor->GetRootComponent(), FAttachmentTransformRules::KeepRelativeTransform);
USplineComponent* MyActor::GenerateSplineComponent(TArray< FVector> posArray, AActor* actor)
{
TArray<FVector> posXYZArray;
USplineComponent* splineTrack = NewObject<USplineComponent>(actor, TEXT("Spline"));
splineTrack->RegisterComponent();
//设置样本条的颜色
splineTrack->SetUnselectedS
利用样条线、线批组件与SplineMesh创建动态路径:三种方式对比

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