通过重写LocalPlayer的CalcSceneView函数实现
FSceneView* UFreezeCameraLocalPlayer::CalcSceneView(class FSceneViewFamily* ViewFamily, FVector& OutViewLocation, FRotator& OutViewRotation, FViewport* Viewport, class FViewElementDrawer* ViewDrawer /* = NULL */, EStereoscopicPass StereoPass /* = eSSP_FULL */)
{
if (bUpdate)
{
return Super::CalcSceneView(ViewFamily, OutViewLocation, OutViewRotation, Viewport, ViewDrawer, StereoPass);
}
else
{
FSceneView* temp= Super::CalcSceneView(ViewFamily, OutViewLocation, OutViewRotation, Viewport, ViewDrawer, StereoPass);
temp->bCameraCut = true;
return nullptr;
}
}
这篇博客介绍了一种通过重写`LocalPlayer`的`CalcSceneView`函数来实现游戏相机视角控制的技术。当`bUpdate`为真时,调用父类方法;否则,设置相机切割标志并返回空指针。
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