tick方程:
void UProjectileMovementComponent::InitializeComponent() { Super::InitializeComponent(); if (Velocity.SizeSquared() > 0.f) { // InitialSpeed > 0 overrides initial velocity magnitude. if (InitialSpeed > 0.f) { Velocity = Velocity.GetSafeNormal() * InitialSpeed; } if (bInitialVelocityInLocalSpace) { SetVelocityInLocalSpace(Velocity); } if (bRotationFollowsVelocity) { if (UpdatedComponent) { UpdatedComponent->SetWorldRotation(Velocity.Rotation()); } } UpdateComponentVelocity(); if (UpdatedPrimitive && UpdatedPrimitive->IsSimulatingPhysics()) { UpdatedPrimitive->SetPhysicsLinearVelocity(Velocity); } } }