在Unreal的 Outliner(场景大纲)里面的Landscape为Landscape.h::ALandscape,ALandscape的Component Count属性说明了一个ALandscape由多少个ULandscapeComponent组成。通过RenderDoc调试来看,Landscape的绘制是有几个ULandscapeComponent就Drawcall几次,并且每次pass的InputData都是同一张高度图。 ULandscapeComponent类相关接口与核心...
地形Component的大小划分 关于地形Component的大小划分,UE4官网文档上也有说明(但好像并没有什么具体参考价值)。 Component越大,DrawCall越小。但是会影响Component的可见性计算的颗粒度,以及LOD的颗粒度。 比如说你的Component划分的很大,但是Component的大部分区域被遮挡了,只有一小部分露出了,这个时候也需要把这一大片Com...
the textures for the grass layer are left out of the material for that component, making it cheaper to render. So when you do an optimization pass, it can be worthwhile to go over a Landscape and look for components that only have a tiny trace of a given layer and erase them to reduc...
Unreal Engine C++ API Reference Unreal Engine Python API Documentation Developer Documentation Unreal Engine Unreal Engine 4.27 Documentation Unreal Engine C++ API Reference ULandscapeComponent::SetMaterial ULandscapeComponent::SetMaterial Changes the material applied to an element of the mesh. ...
① Tool Strength(笔刷强度)、Brush Size(笔刷尺寸)、Brush Falloff(笔刷衰减)、笔刷形状【Circle(圆形)、Alpha(透明度)、Pattern(图案)和Component(组件)】 ② Circle(圆形)形状画刷周围衰减【Smooth(平滑)、Linear(线性)、Spherical(球形)和Tip(尖端)】的含义同Sculpt(塑形模式)中一样。
👉↕️📱ContainerController 🧩✨⚙️ is a UI Component Swipe-Panel (Customizable). 💡 The idea is copied from the app: Apple Maps, Stocks. Swift version swiftiosxcodemapsanimationlayoutcocoapodsswift-package-managertableviewlandscapemovecollectionviewui-componentsscrollviewcontainerviewpan-ges...
如下图所示,原生UE4的Landscape的是支持多选Component Selection的,Houdini Engine也是支持多个Landscape ...
Learn which options to set for Section Size, Sections Per Component, Number of Components and Overall Resolution - I created my own system for understanding what to choose and when for each of these and I explain to you once and for all so you know too Tips and tricks for navigating aroun...
在改变landscapecomponent位置时 要设置为movable 但是设置为movable后landscape就不见了 ,所以只在setrelativetransform时改为movable,设置完位置后再改为static就行了 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24
Landscape->Import(FGuid::NewGuid(),0,0,SizeX - 1, SizeY - 1,SectionsPerComponent,QuadsPerComponent, HeightDataPerLayers,nullptr,MaterialLayerDataPerLayers,ELandscapeImportAlphamapType::Additive); Landscape->StaticLightingLOD = FMath::DivideAndRoundUp(FMath::CeilLogTwo((SizeX * SizeY) / (2048...