---@class SkillAction_SpawnActor_C:UAESkillActionBP ---@field DefaultActorClass UClass ---@field AlignToPlayer bool ---@field RelativeTF FTransform ---@field TargetTF FTransform --Edit Below-- local SkillAction_SpawnActor = { } function SkillAction_SpawnActor:ReceiveBeginPlay() SkillAction_SpawnActor.SuperClass.ReceiveBeginPlay(self) end function SkillAction_SpawnActor:ReceiveTick(DeltaTime) SkillAction_SpawnActor.SuperClass.ReceiveTick(self, DeltaTime) end function SkillAction_SpawnActor:ReceiveEndPlay() SkillAction_SpawnActor.SuperClass.ReceiveEndPlay(self) end --Action开始执行调用 function SkillAction_SpawnActor:OnRealDoAction() local OwnerPawn = self:GetOwnerPawn() if UE.IsValid(OwnerPawn) then if self.AlignToPlayer then self.TargetTF.Translation = VectorHelper.Add(OwnerPawn:K2_GetActorLocation(), self.RelativeTF.Translation) self.TargetTF.Rotation = self.RelativeTF.Rotation self.TargetTF.Scale3D = VectorHelper.Mul(self.TargetTF.Scale3D, OwnerPawn:GetActorScale3D()) end local TargetActor = UGCGameSystem.SpawnActor(UGCGameSystem.GameState, self.DefaultActorClass, self.TargetTF.Translation, self.TargetTF.Rotation, self.TargetTF.Scale3D) if TargetActor["SetOwnerPlayerPawn"] then TargetActor:SetOwnerPlayerPawn(OwnerPawn) UGCLogSystem.Log("[SkillAction_SpawnActor_OnRealDoAction] Succeed") end UGCLogSystem.Log("[SkillAction_SpawnActor_OnRealDoAction] Finish") else UGCLogSystem.LogError("[SkillAction_SpawnActor_OnRealDoAction] OwnerPawn is not Valid.") end return true end --技能执行完毕调用 function SkillAction_SpawnActor:OnReset() return true end --Action每一帧调用 function SkillAction_SpawnActor:OnUpdateAction(DeltaSeconds) return true end --[[ function SkillAction_SpawnActor:GetReplicatedProperties() return end --]] --[[ function SkillAction_SpawnActor:GetAvailableServerRPCs() return end --]] return SkillAction_SpawnActor