ActualStrideDirection = CachedRootMotionDeltaTranslation.GetSafeNormal(UE_SMALL_NUMBER, PreviousStrideDirection); #if WITH_EDITORONLY_DATA // Graph driven Stride Warping expects a root motion delta to be present in the attribute stream. //确定获取跟运动成功,方便GatherDebugData调试。 bFoundRootMotionAt...
#include "EditorSupportDelegates.h" #include "MaterialCompiler.h" #if WITH_EDITOR #include "MaterialGraph/MaterialGraphNode_Comment.h" #include "MaterialGraph/MaterialGraphNode.h" #include "Framework/Notifications/NotificationManager.h" #include "Widgets/Notifications/SNotificationList.h" #endif //WITH...
#include "MaterialCompiler.h" #if WITH_EDITOR #include "MaterialGraph/MaterialGraphNode_Comment.h" #include "MaterialGraph/MaterialGraphNode.h" #include "Framework/Notifications/NotificationManager.h" #include "Widgets/Notifications/SNotificationList.h" #endif //WITH_EDITOR #define LOCTEXT_NAMESPACE "...
}#endif#ifWITH_EDITOR// These module must be shut down first because other modules may try to access them during shutdown.// Accessing these modules at shutdown causes instability since the object system will have been shut down and these modules uses uobjects internally.FModuleManager::Get()...
#if WITH_EDITORONLY_DATA // ... if (Ar.IsLoading() && Ar.UEVer() < VER_UE_FIXUP_MOTOR_UNITS) { AngularVelocityTarget *= 1.f / (2.f * PI); } // ... #endif }复制完整片段 更改对LicenseeUEVer的UEVer函数调用将更改代码以使用被授权者版本号,而不是官方Epic版...
#if/#ifdef XXX(except for WITH_EDITOR and WITH_EDITORONLY_DATA) UPROPERTY(EditAnywhere, Category=Pawn) int32 ResourcesToGather; #endif; XXX为假的时候,会造成编译错误,避免之。 4. UNREAL PROPERTY SYSTEM 的类型继承体系: UField(Base class of reflection data objects.) ...
#if WITH_EDITORONLY_DATA inline uint32 GetNumTextureSamplers() const { return NumTextureSamplers; } inline uint32 GetCodeSize() const { return CodeSize; } inline void SetNumInstructions(uint32 Value) { NumInstructions = Value; } #else ...
#if WITH_EDITOR // do not run in editor #elif PLATFORM_MAC // asynchronously log into GameCenter.In your code I recommend wiring this up // with delegates or UBlueprintAsyncActionBase so that you can handle cases // where logging in takes a while. ...
//Just editor time void OceanRender::DrawTwiddleIndiceTexture_CPU(UTexture2D* RenderTexture2D) { #if WITH_EDITORONLY_DATA if (RenderTexture2D == nullptr) return; uint32 SizeX = RenderTexture2D->GetSizeX(); uint32 SizeY = RenderTexture2D->GetSizeY(); ...
#if WITH_EDITOR // do not run in editor #elif PLATFORM_MAC // asynchronously log into GameCenter.In your code I recommend wiring this up // with delegates or UBlueprintAsyncActionBase so that you can handle cases // where logging in takes a while. ...