一、因为Character是可移动的,因此也需要把Add Spline Mesh Component的Transform.Mobility设置为Movable 二、不然就会得到类似这样的提示。错误信息说大概意思是:静态对象不能附加到动态对象上。 三、关于Transform.Mobility,这是一个跟性能优化相关的选项。 1、Static:静态,优化最好,性能最好。 2、Stationary:固定的 3、Movable:可移动的
建一个类FAnimSequenceBroker,继承自IComponentAssetBroker,然后重写它的三个接口: GetSupportedAssetClass是返回资源类型的UClass: 添加资源的预览,是要创建对应资源的组件到绑定的骨骼插槽上的,AssignAssetToComponent接口就是将资源赋值给对应的组件的,这里我建了一个UPreviewSkComponent,事实上就是USkeletalMeshComponent,...
Create UInstancedStaticMeshComponent objects for meshes that use the EXT_mesh_gpu_instancing extension. Nothing is done yet about metadata. I'd like to get feedback on whether it would be better to use a composition-based approach instead. While multiple inheritance doesn't seem to be explicit...
AddToScene中,先处理静态光照,如果没有built lighting,则需要申请间接光照cache用于预览间接光照,然后通过调用对应Component的SceneProxy的DrawStaticElements,DrawStaticElements中调用GetMeshElement将相关数据封装进FMeshBatch,然后调用FStaticPrimitiveDrawInterface::DrawMesh for (int32 BatchIndex = 0; BatchIndex < NumB...
USplineMeshComponent* SplineMeshComponent = NewObject<USplineMeshComponent>(this, USplineMeshComponent::StaticClass()); bool bSetAlternativeMesh = false; int32 IdxOfReplacementMesh = 0; int32 k = 0; for (const auto& Elem : ReplacementsMeshes) { if (MidDst > Elem.DistanceOnSplineToCover.Min...
Added new asset icons (C# Component, Bitmasks, Launcher, Animation). Fixed issues with applying post-process materials to a camera. Fixed an issue with incorrect generation of impostors by theImpostors Creatortool in certain cases for aMeshClutterhaving non-zeroSpreadparameters. ...
->使用GameObject的静态方法:CreatePrimitive() 以上一篇的博文中的“指哪打哪”例子为基础,在AddForce脚本写入以下代码: 1 void Update()...,设置了它出现的坐标并为它增加刚体组件。...这里可以看下AddComponent方法,它的参数是一个泛型,也就是说我们在属性面板中看到的那些组件,例如刚体、音频源甚至脚本等组件...
►componentVelocityMotionSolver ►CompositionModel ►compressibleInterPhaseTransportModel ►compressibleTransportModel ►CompressibleTurbulenceModel ►compressibleTurbulenceModel ►ConeInjection ►ConeNozzleInjection ►conformalVoronoiMesh ►conformationSurfaces ►conjugateGradient ►constAnIsoSolidTransport ...
managing the method used to deliver the IAM credentials to the component pods, all too often, rather than strictly following the principle of least privilege, the recommended IAM policies for these services are excessive or not targeted to the specific cluster resources that the component needs to...
transform.position = sourceMeshFilter.transform.position + this.offsetPosition; newGameObject.transform.rotation = sourceMeshFilter.transform.rotation; if (this.recalculateNormals) { newMesh.RecalculateNormals(); newMesh.RecalculateTangents(); } newGameObject.AddComponent<MeshFilter>().sharedMesh = n...