UE4在Android調用Project Tango


  Project Tango應該說是Google一試水AR的設備,其中Project Tango主要二個功能,一個是獲取深度信息,如MS的Kinect,有相當多的設備都有這個功能,二是第一人稱相對定位,這個就沒那么常見了,如果對這個設備有更深的興趣,可以看知乎上的這二個鏈接。

  Google Project Tango獲取深度信息的原理是什么?

  Project tango是如何僅憑自身攝像頭實現位置追蹤的?

  在這就不仔細來說這個東東了,上面二個鏈接比我自己再來說篇好多了,Project Tango本身有Unity3D的包(googlesamples/tango-examples-unity)如果在Unity3D下開發,相應的東東都已經提供,還有一些實例,能夠很容易就開發基於Project Tango的功能出來。

  UE4下就比較麻煩了,google沒有針對UE4做相應的包,不過,google提供針對安卓開發的項目,一種是Android Studio項目,一個是供JNI調用的C語言項目。

  googlesamples/tango-examples-java

  googlesamples/tango-examples-c

  UE4針對移動平台感覺還是不那么友好,如Unity調用Android項目,大家順便一搜,都能搞定,而在UE4下引用安卓項目,如下是一個添加針對Android支持Google Play功能的committed。

  UE4 Google Play support on Android

  可以看到,有些復雜,特別針對我這種UE4與Android都不熟的人,只有想別辦法,首先我的需求並不復雜,只是在一個模型與現實重疊的空間利用Project Tango的Motion tracking功能行走,旋轉等,簡單來說,我現在的辦公室環境,利用3D建模做一個和辦公室一樣的模型,長寬都要對上,這樣利用Project Tango 的Tracking,我能只看屏幕也知道我在辦公室的那個位置,前面是否有障礙物,就如HTV vive的那二個像個小音箱的東東來檢測可活動區域一樣。

  UE4本身的腳本就是C++語言,自然我就想到利用上面的tango c來做開發,如下主要記錄本文實踐這種方法遇到的一些問題。

  首先安裝UE4的安卓開發相關所有軟件,UE4已經幫你差不多都搞好。安裝安卓軟件開發工具包(SDK) ,然后對照這個鏈接下的UE4安卓快速入門自己測試,一個簡單的UE4 安卓程序發出來就沒問題了。

  tango-examples-c里很簡單,一個so文件,相當於win平台中的動態鏈接庫文件,二是一個頭文件tango_client_api.h.現在就很簡單了,相當於平常我們寫C++程序一樣,引入動態鏈接庫,然后添加頭文件就可,但是UE4中,編譯都是靠對應目錄下的cs文件編譯,我們需要讓UE4的規則來引入庫與頭文件。

  按照UE4大家默認的一些目錄位置與命名,先把相應頭文件與庫放入一個ThirdParth文件夾,然后放入UE4工程文件件,與Source,Binaries等目錄平行,如下:

  

  然后打開工程名.Build.cs文件,告訴編譯器我們需要引入的庫與文件。 

public class Office_05 : ModuleRules
{
    public Office_05(TargetInfo Target)
    {
        PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "Launch", "UMG" });
        //PrivateDependencyModuleNames.AddRange(new string[] { "" });

        //PublicIncludePaths.Add("Runtime/Launch/Public");
        //PrivateIncludePaths.Add("Runtime/Launch/Private/Android");

        if (Target.Platform == UnrealTargetPlatform.Android)
        {
            PublicIncludePaths.AddRange(new string[] { "Core" });
            PublicIncludePaths.Add("C:/NVPACK/android-ndk-r10e/platforms/android-19/arch-arm/usr/include");
            LoadBobsMagic(Target);
        }
    }

    private string ModulePath
    {
        get { return Path.GetDirectoryName(RulesCompiler.GetModuleFilename(this.GetType().Name)); }
    }

    private string ThirdPartyPath
    {
        get { return Path.GetFullPath(Path.Combine(ModulePath, "../../ThirdParty/")); }
    }

    public bool LoadBobsMagic(TargetInfo Target)
    {
        bool isLibrarySupported = false;

        if (Target.Platform == UnrealTargetPlatform.Android)
        {
            isLibrarySupported = true;
            string LibrariesPath = Path.Combine(ThirdPartyPath, "tango_client_api", "lib");
            PublicAdditionalLibraries.Add(Path.Combine(LibrariesPath, "libtango_client_api.so"));
        }

        if (isLibrarySupported)
        {
            // Include path
            PublicIncludePaths.Add(Path.Combine(ThirdPartyPath, "tango_client_api", "include"));
        }
        //Definitions.Add(string.Format("WITH_LIBZPLAY_BINDING={0}", isLibrarySupported ? 1 : 0));
        return isLibrarySupported;
    }
}
UE4 引入庫

   PublicDependencyModuleNames我們新添加Launch與UMG,因為我們需要引用這二個庫,不然后面引用#include "Android/AndroidJNI.h"里的功能會告訴你沒有實現,還有一點特別注意,安卓的功能一定要包含預處理定義PLATFORM_ANDROID當中,當初特別二的以為編譯選項選擇Android后,就可以直接寫NDK代碼了,當然現在的編譯是由UE4來控制的,所以不用看VS中的錯誤列表,只需要看VS中的輸出,如果提示生成成功,沒有error,就可以在設備上發布了。

  然后我們包裝一下tango_client_api.h里的功能,演示如何在安卓環境下調用JNIEnv,當前active等。

#pragma once

#include "Components/TextRenderComponent.h"
#include "Office_05.h"
#include "MyCharacter.h"
#include "TangoApp.h"
#include "Engine/TextRenderActor.h"
#include "Components/TextRenderComponent.h"

#if PLATFORM_ANDROID
#include "tango_client_api.h"
#include "Android/AndroidApplication.h"
#include "Android/AndroidJava.h"
#include "Android/AndroidJNI.h"
#endif
/**
 *
 */
class OFFICE_05_API TangoApp
{
private:
    static class UTextRenderComponent* textRender;
    static FVector translation;
    static FQuat quat;

public:
    TangoApp();
    ~TangoApp();

    static FVector& GetTranslation()
    {
        return translation;
    }

    static FQuat& GetQuat()
    {
        return quat;
    }

    static void SetTextRender(class UTextRenderComponent* tRender)
    {
        textRender = tRender;
        appendText(textRender, TEXT("VV"));
    }

    static void appendText(UTextRenderComponent* textCompent, const FString& value, bool overrid = false)
    {
        if (textCompent == nullptr)
            return;

        if (!overrid)
        {
            FText text = textCompent->Text;
            FString newText = text.BuildSourceString();
            newText.Append(" ");
            newText.Append(value);
            textCompent->SetText(FText::FromString(newText));
        }
        else
        {
            textCompent->SetText(FText::FromString(value));
        }

    }

#if PLATFORM_ANDROID

    static void InitTango()
    {
        JNIEnv* Env = FAndroidApplication::GetJavaEnv();
        jint VersionJint = Env->GetVersion();
        int8 Version = (int8)VersionJint;

        TangoApp::appendText(textRender, FString::FromInt(Version));
        jobject currentActive = FAndroidApplication::GetGameActivityThis();
        TangoErrorType type = TangoService_initialize(Env, currentActive);
        TangoApp::appendText(textRender, FString::FromInt((int)type));

        //type = TangoService_setBinder(Env, currentActive);
        TangoApp::appendText(textRender, TEXT("A"));
        TangoApp::appendText(textRender, FString::FromInt((int)type));

        auto tangoConfig = TangoService_getConfig(TANGO_CONFIG_DEFAULT);
        type = TangoConfig_setBool(tangoConfig, "config_enable_motion_tracking", true);
        TangoApp::appendText(textRender, FString::FromInt((int)type));
        if (type == TANGO_SUCCESS)
        {
            TangoApp::appendText(textRender, TEXT("B"));
        }

        type = TangoConfig_setBool(tangoConfig, "config_enable_auto_recovery", true);
        TangoApp::appendText(textRender, FString::FromInt((int)type));
        if (type == TANGO_SUCCESS)
        {
            TangoApp::appendText(textRender, TEXT("C"));
        }

        type = TangoConfig_setBool(tangoConfig, "config_enable_learning_mode", true);
        TangoApp::appendText(textRender, FString::FromInt((int)type));
        if (type == TANGO_SUCCESS)
        {
            TangoApp::appendText(textRender, TEXT("D"));
        }
        //TangoApp::Launch();
        //TangoApp::appendText(text->GetTextRender(), TangoApplication::getPackageName());
        //uuid得不到,相應權限申請不成功,請看TangoApplication::Launch
        char* uuidList = NULL;
        type = TangoService_getAreaDescriptionUUIDList(&uuidList);
        TangoApp::appendText(textRender, FString::FromInt((int)type));
        if (type == TANGO_SUCCESS)
        {
            int lenght = 0;
            for (int i = 0; i < 1000; i++)
            {
                if (uuidList[i] != 0)
                    ++lenght;
                else
                {
                    break;
                }
            }
            FString suuidList(uuidList);
            TangoApp::appendText(textRender, FString::FromInt(lenght));
        }

        TangoCoordinateFramePair pair;
        pair.base = TANGO_COORDINATE_FRAME_START_OF_SERVICE;
        pair.target = TANGO_COORDINATE_FRAME_DEVICE;

        //用來驗證相應數據
        //TangoPoseData* poseData = new TangoPoseData();    
        //pair.base = TANGO_COORDINATE_FRAME_IMU;
        //pair.target = TANGO_COORDINATE_FRAME_CAMERA_COLOR;
        //TangoService_getPoseAtTime(0, pair, poseData);

        //type = TangoService_connectOnTangoEvent(&TangoApp::onTangoConnectEvent);
        //TangoApp::appendText(textRender), TEXT("E"));
        //TangoApp::appendText(textRender, FString::FromInt((int)type));
        type = TangoService_connectOnPoseAvailable(1, &pair, &TangoApp::TangoService_onPoseAvailable);
        TangoApp::appendText(textRender, TEXT("F"));
        TangoApp::appendText(textRender, FString::FromInt((int)type));

        //FAppEventManager::GetInstance()->PauseRendering();
        type = TangoService_connect(nullptr, tangoConfig);
        TangoApp::appendText(textRender, FString::FromInt((int)type));
        //FAppEventManager::GetInstance()->ResumeRendering();
    }

    static FString getPackageName()
    {
        if (JNIEnv* Env = FAndroidApplication::GetJavaEnv(true))
        {
            auto getPackageMethod = FJavaWrapper::FindMethod(Env, FJavaWrapper::GameActivityClassID, "getPackageName", "()Ljava/lang/String;", false);
            jstring jsString = (jstring)FJavaWrapper::CallObjectMethod(Env, FJavaWrapper::GameActivityThis, getPackageMethod);
            check(jsString);

            const char * nativeName = Env->GetStringUTFChars(jsString, 0);
            FString ResultName = FString(nativeName);
            Env->ReleaseStringUTFChars(jsString, nativeName);
            Env->DeleteLocalRef(jsString);
            return ResultName;
        }
        return FString();
    }

    static void Launch()
    {
        if (JNIEnv* Env = FAndroidApplication::GetJavaEnv(true))
        {
            //申請ADF權限
            auto intentClass = Env->FindClass("android/content/Intent");
            auto Constructor = Env->GetMethodID(intentClass, "<init>", "()V");
            auto intentObject = Env->NewObject(intentClass, Constructor);
            auto intentMethod = FJavaWrapper::FindMethod(Env, intentClass, "setClassName", "(Ljava/lang/String;Ljava/lang/String;)V", false);
            //auto putExtraMethod = FJavaWrapper::FindMethod(Env, intentClass, "putExtra", "(Ljava/lang/String;Ljava/lang/String;)V", false);
            /*        FJavaWrapper::CallVoidMethod(Env, intentObject, intentMethod, "com.projecttango.tango", "com.google.atap.tango.RequestPermissionActivity");
            FJavaWrapper::CallVoidMethod(Env, intentObject, putExtraMethod, "PERMISSIONTYPE", "ADF_LOAD_SAVE_PERMISSION");
            auto startAMehtod = FJavaWrapper::FindMethod(Env, FJavaWrapper::GameActivityClassID, "startActivity", "(android/content/Intent;)V", false);
            */
            //FJavaWrapper::CallVoidMethod(Env, currentActive, startAMehtod, intentObject);    
            //check(object);
            //auto intentObject = Env->NewGlobalRef(object);
            Env->DeleteLocalRef(intentObject);
        }

        //auto intentMethod = FJavaWrapper::FindMethod(Env, intentClass, "setClassName", "(Ljava/lang/String;Ljava/lang/String;)V", false);
        //auto putExtraMethod = FJavaWrapper::FindMethod(Env, intentClass, "putExtra", "(Ljava/lang/String;Ljava/lang/String;)V", false);
        /*        FJavaWrapper::CallVoidMethod(Env, intentObject, intentMethod, "com.projecttango.tango", "com.google.atap.tango.RequestPermissionActivity");
        FJavaWrapper::CallVoidMethod(Env, intentObject, putExtraMethod, "PERMISSIONTYPE", "ADF_LOAD_SAVE_PERMISSION");
        auto startAMehtod = FJavaWrapper::FindMethod(Env, FJavaWrapper::GameActivityClassID, "startActivity", "(android/content/Intent;)V", false);
        */
        //FJavaWrapper::CallVoidMethod(Env, currentActive, startAMehtod, intentObject);


        //FJavaClassObject intentObject(FName("android/content/Intent"), "()V");
        //auto intentMethod = intentObject.GetClassMethod("setClassName", "(Ljava/lang/String;Ljava/lang/String;)V");
        //auto putExtraMethod = intentObject.GetClassMethod("putExtra", "(Ljava/lang/String;Ljava/lang/String;)V");
        //intentObject.CallMethod(intentMethod, "com.projecttango.tango", "com.google.atap.tango.RequestPermissionActivity");
        //intentObject.CallMethod(intentMethod, "PERMISSIONTYPE", "ADF_LOAD_SAVE_PERMISSION");
        //auto startAMehtod = FJavaWrapper::FindMethod(Env, FJavaWrapper::GameActivityClassID, "startActivity", "(android/content/Intent;)V", false);
        //FJavaWrapper::CallVoidMethod(Env, currentActive, startAMehtod, intentObject.GetJObject());

        //auto tangoClass = Env->GetObjectClass(currentActive);    
        //auto tangoMethod = FJavaWrapper::FindMethod(FAndroidApplication::GetJavaEnv(true), FJavaWrapper::GameActivityClassID, "launchIntent", "(Ljava/lang/String;Ljava/lang/String;[Ljava/lang/String;I)V", false);
        //auto tangoMethod = FJavaWrapper::FindMethod(Env, tangoClass, "launchIntent", "(Ljava/lang/String;Ljava/lang/String;[Ljava/lang/String;I)V", false);
        //if (tangoMethod != nullptr)
        //{
        //    TangoApplication::appendText(text->GetTextRender(), TEXT("C"));
        //    //使用方法請看AndroidJNI.cpp ->AndroidThunkCpp_Iap_QueryInAppPurchases
        //    jobjectArray tArgs = (jobjectArray)Env->NewObjectArray(1, FJavaWrapper::JavaStringClass, NULL);
        //    jstring StringValue = Env->NewStringUTF(TCHAR_TO_UTF8("PERMISSIONTYPE:ADF_LOAD_SAVE_PERMISSION"));
        //    Env->SetObjectArrayElement(tArgs, 0, StringValue);
        //    Env->DeleteLocalRef(StringValue);
        //    FJavaWrapper::CallVoidMethod(Env, currentActive, tangoMethod, "com.projecttango.tango",
        //        "com.google.atap.tango.RequestPermissionActivity", tArgs, 43);
        //}
    }

    static void onTangoConnectEvent(void* context, const TangoEvent* event)
    {
        appendText(textRender, TEXT("Connect"), true);
        appendText(textRender, FString::SanitizeFloat(event->timestamp));
    }
    //Unity x左右,y上下,z前后 左手
    //https://developers.google.com/project-tango/overview/coordinate-systems#project_tango_coordinate_frames
    //Tango START_OF_SERVICE x左右,y前后,z上下 右手 
    //Tango Device_Frame x左右,y上下,z前后 右手
    //UE4 x前后,y左右,z上下 左手
    static void TangoService_onPoseAvailable(void* context, const TangoPoseData* pose)
    {
        if (pose->status_code == TANGO_POSE_VALID &&
            pose->frame.base == TANGO_COORDINATE_FRAME_START_OF_SERVICE &&
            pose->frame.target == TANGO_COORDINATE_FRAME_DEVICE
            )
        {
            translation[0] = pose->translation[0] * 100;
            translation[1] = pose->translation[1] * 100;
            translation[2] = pose->translation[2] * 100;
            quat.X = pose->orientation[0];
            quat.Y = pose->orientation[1];
            quat.Z = pose->orientation[2];
            quat.W = pose->orientation[3];
        }
        else
        {

        }
    }
#endif
};

"C++文件"
#include "Office_05.h"
#include "TangoApp.h"

class UTextRenderComponent* TangoApp::textRender = nullptr;
FVector TangoApp::translation = FVector::ZeroVector;
FQuat TangoApp::quat = FQuat::Identity;

TangoApp::TangoApp()
{
}

TangoApp::~TangoApp()
{
}
TangoApp

  在這里有個失敗的嘗試,我想通過NDK來申請ADF(區域文件相關權限),見上面的Launch方法,總是在調用CallVoidMethod時失敗,而上面的getPackageName又沒有問題,想不出來是啥問題。

  通過工具Android Device Monitor,一般來說如果按照UE4的安卓工具包的流程來安裝,這個工具在目錄C:\NVPACK\android-sdk-windows\tools\monitor.bat下,打開Android Device Monitor,一般來說,我們新建一個Filters,如下圖設置。

  如上圖設置后,我們得到錯誤信息是FindMethod得到的方法為空,到這一步后,相關參數應該沒有問題,可能是還要引入新的庫,總之,在這我們得不到區域文件,那么我們不能通過區域文件來定義,只能通過設備開始位置來定位了,這樣我們需要在特定的位置,特定的方向打開這個程序才能正確tracking現實與模型,這樣限制太大,所以我們需要提供一UI可以自己修改位置與方向,這樣,在開始時,我們先調到我們本身的位置與方向與項目的位置與方向重合。還好,這個東東並不需要我們多花費時間,UE4里本身的功能與內容包里,就有一個C++功能First Person,我們添加到項目中,這個在安卓下就提供二個圈給我們,一個圈調整水平位置,一個調整視角方向,剛好滿足我們的需求,現在我們結合First Person與Tango,讓Tango本身的路徑追蹤來替代First Person里的行走,如下是主要的修改位置。

void AFP_FirstPersonCharacter::BeginPlay()
{
    Super::BeginPlay();
    text = FindActor<ATextRenderActor>(TEXT("TextRenderActor2"));
    text1 = FindActor<ATextRenderActor>(TEXT("TextRenderActor3"));
    TangoApp::SetTextRender(text->GetTextRender());
#if PLATFORM_ANDROID    
    TangoApp::InitTango();
    //TangoApp::Launch();
#endif
    TangoApp::appendText(text->GetTextRender(), TEXT("T"), true);
    TangoApp::appendText(text1->GetTextRender(), TEXT("R"), true);
}

void AFP_FirstPersonCharacter::Tick(float DeltaTime)
{
    Super::Tick(DeltaTime);

#if PLATFORM_ANDROID
    //Tango Device_Frame/OpenGL     x左右,y上下,z前后 右手
    //UE4                            x前后,y左右,z上下 左手
    //Tango START_OF_SERVICE        x左右,y前后,z上下 右手 
    //Unity                            x左右,y上下,z前后 左手
    ////Device_Frame (Unreal camera to Drive)
    //FMatrix ucTd(-FVector::UpVector, FVector::ForwardVector, FVector::RightVector, FVector::ZeroVector);
    ////(Drive to START_SERVICE)
    //FTransform dTss(TangoApp::GetQuat(), TangoApp::GetTranslation(), FVector(1, 1, 1));
    ////X,Y互換 (START_SERVICE to Unreal world)
    //FMatrix ssTuw(FVector::RightVector, -FVector::ForwardVector, FVector::UpVector, FVector::ZeroVector);

    ////ucTd * dTss * ssTuw
    //FTransform dTuw = FTransform(ucTd) * dTss * FTransform(ssTuw);
    //SetActorRelativeLocation(dTuw.GetLocation());
    //auto rotator = dTuw.Rotator();// (dTuw.GetRotation() * FQuat::FQuat(FVector::ForwardVector, -PI / 2.0f)).Rotator(); //dTuw.Rotator();//

    auto ToConvert = TangoApp::GetQuat();
    auto translation = TangoApp::GetTranslation();
    FQuat TangoToUnrealQuat(ToConvert.Z, -ToConvert.X, -ToConvert.Y, ToConvert.W);
    //0.7071(rad/2) angle = 90 axis = (0,1,0)
    FQuat ConvertedQuat = (FQuat(0.0, 0.7071, 0.0, 0.7071) * TangoToUnrealQuat);
    if (WeaponRange < 0 || WeaponRange >100)
    {
        WeaponRange = 0;
    }
    FVector ConvertedFVector = 1 * cRotaror.RotateVector(FVector(translation[1], translation[0], translation[2] + WeaponRange)) + cPostion;
    SetActorRelativeLocation(ConvertedFVector);
    FRotator rotator = ConvertedQuat.Rotator() + cRotaror;

    if (Controller != nullptr)
    {
        Controller->SetControlRotation(rotator);
    }
    //if (GEngine)
    //{
    //    auto quat = ConvertedQuat; //dTuw.GetRotation();//
    //    GEngine->AddOnScreenDebugMessage(0, 30.f, FColor::Red, "X:" + FString::SanitizeFloat(quat.X)
    //        + " Y:" + FString::SanitizeFloat(quat.Y)
    //        + " Z:" + FString::SanitizeFloat(quat.Z));
    //}
#endif
    if (GEngine)
    {
        GEngine->AddOnScreenDebugMessage(0, 30.f, FColor::Red, "H:" + FString::SanitizeFloat(WeaponRange));
    }
}

void AFP_FirstPersonCharacter::MoveForward(float Value)
{
    if (Value != 0.0f)
    {
        // Add movement in that direction
        AddMovementInput(GetActorForwardVector(), Value);
        cPostion += GetActorForwardVector()*Value;
    }
}

void AFP_FirstPersonCharacter::MoveRight(float Value)
{
    if (Value != 0.0f)
    {
        // Add movement in that direction
        AddMovementInput(GetActorRightVector(), Value);
        cPostion += GetActorRightVector()*Value;
    }
}

void AFP_FirstPersonCharacter::TurnAtRate(float Rate)
{
    // Calculate delta for this frame from the rate information
    AddControllerYawInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds());
    cRotaror.Yaw += Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds();
}

void AFP_FirstPersonCharacter::LookUpAtRate(float Rate)
{
    // Calculate delta for this frame from the rate information
    AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds());
    cRotaror.Pitch += Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds();
}
Tango Tracking

  Tango里需要注意,每個攝像機,還有設備本身都采用不同的坐標系,如下圖。

  想看更完全的介紹,請看 coordinate-systems  這個鏈接,如果不能打開,提示二個字,紅杏。

  嗯,在這差不多了,一個簡單利用Tango tracking,漫游辦公室的小程序就有了,是不是有點AR的感覺。Tango這部分就差不多完了,但是有個小問題,UI能調整水平方向,高度不能調整,我們增加一個調整高度的UI,順便演練下藍圖調用C++的API的方法。

  首先我們創建一個基於GameMode的我們自己的MyGameMode.

  然后和上面一樣,創建一個基於HUD的自己的MyHUD,在MyGameMode中的HUD選擇MyHUD,在藍圖中,我們選擇添加用戶控件里的用戶藍圖,名字設為MyGUI.

  在MyHUD中,添加MyGUI到視圖中,相應藍圖設置如下。

   在MyGUI中添加一個Slider,其中OnValueChanged中設置如下:

  其中FP_FirstPersonCharacter添加如下方法。

    UFUNCTION(BlueprintCallable, Category = "Game")
        void SetHeight(float height);
SetHeight

  特性聲明BlueprintCallable,其中Category是在藍圖中添加方法的分組名。

  差不多完了,最后想起一個問題,在從 Unity 到 UE4 的快速上手與遷移 里的一個API,FindObject<T>,使用不成功,在AActor里使用反正得不到結果,同樣的參數,傳入如下函數就可以。

    template< class T >
    T* FindActor(FString name)
    {
        for (TActorIterator<T> It(GetWorld()); It; ++It)
        {
            T* actor = *It;
            if (It->GetName() == name)
            {
                return actor;
            }
        }
        return nullptr;
    }
FindActor

  有知道的同學可以說下。


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