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AController::ControlRotation ์žˆ์ž–์•„,

์ด๊ฑธ ์บ๋ฆญํ„ฐ ํด๋ž˜์Šค์—์„œย MoveForward๋‚˜ MoveRight ๋‚ด์—ย Controller->GetControlRotation()์œผ๋กœ ๋ฐ›์•„์„œย 

์ด๋™๋ฐฉํ–ฅ์„ย ๋งŒ๋“œ๋Š”๋ฐ ์“ฐ๋˜๋ฐ,

ControlRotation๊ฐ€ ๋ญ์˜ ๋กœํ…Œ์ด์…˜์„ ๋‚˜ํƒ€๋‚ด๋Š”๊ฑด์ง€ ์ดํ•ด๊ฐ€ ์ž˜ ์•ˆ๋จ. ์ปจํŠธ๋กค๋Ÿฌ๊ฐ€ ๋ฉ”์‰ฌ๊ฐ€ ๋‹ฌ๋ ค์žˆ๋Š”๊ฒƒ๋„ ์•„๋‹ˆ์ž–์•„.


GetControlRotation() ๋ฌธ์„œ ์ฝ์–ด๋ณด๋ฉด


Get the control rotation. This is the full aim rotation, which may be different than a camera orientationย 

(for example in a third person view), and may differ from the rotation of the controlled Pawnย 

(which may choose not to visually pitch or roll, for example).


๋ผ๊ณ  ์จ์žˆ๋”๋ผ๊ณ . ๊ทผ๋ฐ ์œ„์—์„œ ๋งํ•˜๋Š” full aim rotation์ด๋ผ๋Š”๊ฒŒ ๋ญ”์ง€๋„ ๋ชจ๋ฅด๊ฒ ๊ณ ,ย ์ด๊ฒŒย ์นด๋ฉ”๋ผ ์˜ค๋ฆฌ์—”ํ…Œ์ด์…˜ํ•˜๊ณ ๋„ ๋‹ค๋ฅผ์ˆ˜ ์žˆ๊ณ 

ํฐ์˜ ๋กœํ…Œ์ด์…˜ํ•˜๊ณ ๋„ ๋‹ค๋ฅผ์ˆ˜ ์žˆ๋‹ค๋Š”๋ฐ ๊ทธ๋Ÿฌ๋ฉด ์ •ํ™•ํžˆ ๋ญ๋ผ๋Š” ๊ฑฐ์ž„?


๊ทธ๋ž˜์„œ ControlRotation์„ ์–ด๋–ป๊ฒŒ ์—…๋ฐ์ดํŠธํ•˜๋Š”์ง€ ๋ณด๋ฉด ์•Œ์ˆ˜ ์žˆ์„๊ฑฐ ๊ฐ™์•„์„œย 

์–ด๋””์„œ ์—…๋ฐ์ดํŠธํ•˜๋Š”์ง€ ์ฐพ์•„๋ดค๋Š”๋ฐ, ๋ณด๋ฉดย ํฐ์„ Possess ํ•  ๋•Œ

SetControlRotation(Pawn->GetActorRotation()) ์œผ๋กœ ์ •ํ•˜๋Š”๊ฑด ๋‚˜์˜ค๋Š”๋ฐ ๊ทธ๋‹ค์Œ์—

์–ด๋–ป๊ฒŒ ๊ณ„์† ์—…๋ฐ์ดํŠธํ•˜๋Š”์ง€๋Š” Controller.cpp ํŒŒ์ผ์— ๋” ์•ˆ๋‚˜์˜ค๋Š”๊ฒƒ ๊ฐ™๋˜๋ฐ ๋‹ค๋ฅธ ํด๋ž˜์Šค์—์„œ ์—…๋ฐ์ดํŠธ ํ•ด์ฃผ๋Š”๊ฑด๊ฐ€? ํ ...