connect(meshAsset.get(), SIGNAL(Loaded(AssetPtr)),this, SLOT(OnMeshAssetLoaded(AssetPtr)), Qt::UniqueConnection); connect(skeletonAsset.get(), SIGNAL(Loaded(AssetPtr)),this, SLOT(OnSkeletonAssetLoaded(AssetPtr)), Qt::UniqueConnection); } } 开发者ID:Ilikia,项目名称:naali,代码行数:42,代码...
USkeletalMesh* SkeletalMesh = CastChecked<USkeletalMesh>(CreateNewAsset(USkeletalMesh::StaticClass(), TargetMeshPath, TargetMeshName, Flags));// Create the skeletonconstFString TargetSkeletonName = Entity.Name + TEXT("_Skeleton");constFString TargetSkeletonPath = LongPackagePath; USkeleton* Entity...
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First select your mesh Change the collision preset to PhysicsActor This will use the BasicBody_Physics PhysicsAsset included with the plugin content for collision. You can modify the collision shapes there to modify what part of your mesh collides with the world. ...
ANSEL_DLL=AnselSDK64.dll -DAPPFRAMEWORK_API="" -DAPSALAREDITOR_API="" -DARCHVISCHARACTER_API="" -DASSETREGISTRY_API="" -DASSETTOOLS_API="" -DASYNC_DEFERRED_DELETION=1 -DAUDIOCAPTURE_API="" -DAUDIOFORMATADPCM_API="" -DAUDIOFORMATOGG_API="" -DAUDIOFORMATOPUS_API="" -DAUDIOMIXERX...
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UE_LOG(LogCollision, Log, TEXT("ComponentSweepMulti : (%s) Does not support skeletalmesh with Physics Asset and destructibles."), *PrimComp->GetPathName());returnfalse; } ECollisionChannel TraceChannel = PrimComp->GetCollisionObjectType();#ifWITH_PHYSX// if extent is 0, do line traceif...
USkeletalMesh* PreviewMesh = Skeleton->GetAssetPreviewMesh(AnimSequence);if(PreviewMesh) { UAnimSingleNodeInstance * Preview = PreviewComponent->PreviewInstance;if((Preview ==NULL|| Preview->GetCurrentAsset() != AnimSequence) || (PreviewComponent->SkeletalMesh != PreviewMesh)) ...