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...
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. ...
Landscapes are divided into multiple Components, which are Unreal's base unit of rendering, visibility calculation and collision. Components in a Landscape are all the same size and are always square. The size of the Landscape component is decided at creation time and the choice depends on the ...
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。
The black lines outline each landscape component.There is nothing wrong with your landscape but having these black lines is distracting to work with.To fix this do ONE of the following:Build Lighting Change Directional Light Mobility to Movable, making the lighting dynamic Toggle the Directional ...
👉↕️📱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...
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 ...
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
Component(组件):渲染地形、计算地形可视性和处理地形碰撞时采用的基本单位。每个地形组件都会产生渲染线程CPU处理成本。对于最大的地形,Epic推荐最多使用1024个地形组件。较小的地形组件尺寸可以更快地进行LOD过渡和完成更多的地貌碰撞,但较小的尺寸也意味着需要更多的地形组件。这个越少性能越好,品质越差。