Get the current timestamp[获取当前时间戳] | Unreal engine Code Snippet 将本地时间转换为时间戳 Convert local time to timestamp[将本地时间转换为时间戳] | Unreal engine Code Snippet 时间戳转为本机时间 Convert timestamp to local time【时间戳转为本地时间】 | Unreal engine Code Snippet 时间戳转...
boolbInGame=false;// Only process mouse down messages if we are not drag/droppingTSharedRef<FSlateUser>SlateUser=GetOrCreateUser(MouseEvent);if(!SlateUser->IsDragDropping()){FReply Reply=FReply::Unhandled();if(0)//if (SlateUser->HasCapture(MouseEvent.GetPointerIndex())){FWidgetPath Mouse...
Time); float Time0 = Time; float Time1 = GetTimeByPhase(Seq1, Phase); // 获取这个Phase的两个动画的Pose const FAnimExtractContext ExtractionContext(Time0, false); Seq0->GetAnimationPose(Pose0, ExtractionContext); const FAnimExtractContext ...
SubObject,Connection,Function,Parameters,OutParms,Stack,bIsServer);}else{UE_LOG(LogNet,Warning,TEXT("UNetDriver::ProcessRemoteFunction: No owning connection for actor %s. Function %s will not be processed."),*Actor->GetName(),*Function->GetName());}<...>...
= 0; RHICmdList.BeginRenderPass(DepthPrePassRenderPassInfo, TEXT("DepthPrepass")); RHICmdList.SetCurrentStat(GET_STATID(STAT_CLM_MobilePrePass)); // 渲染完整的深度PrePass. RenderPrePass(RHICmdList); // 提交遮挡剔除. RHICmdList.SetCurrentStat(GET_STATID(STAT_CLMM_Occlusion)); Render...
int32GetNumTexels()const{returnAtlasAllocation.Area(); }inlineFVectorTransformWorldPositionToCardLocal(FVector WorldPosition)const{ FVector Offset = WorldPosition - Origin;returnFVector(Offset | LocalToWorldRotationX, Offset | LocalToWorldRotationY, Offset | LocalToWorldRotationZ); ...
FVector NewLocation = GetActorLocation() + (CurrentVelocity * DeltaTime); SetActorLocation(NewLocation); } } } // Called to bind functionality to input void AMyPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) { Super::SetupPlayerInputComponent(InputComponent); ...
defcreate_root_uv_attribute(curves_group,mesh_node,uv_set='map1'):'''Create"groom_root_uv"attribute on group of curves.'''#checkcurves groupifnotcmds.objExists(curves_group):raiseRuntimeError('Groupnotfound:"{}"'.format(curves_group))#getcurves in groupcurve_shapes=cmds.listRelatives(curv...
level_editor=unreal.get_editor_subsystem(unreal.LevelEditorSubsystem)# 从关卡中获取 actor,注意获取的时候确认名字就叫这个,最好选中后用指令打印出来名字 # 因为在编辑器的场景预览中显示的名字不一定就是引擎设置的真名 actor=unreal.find_object(level_editor.get_current_level(),"guzhuang_C_1")camera_actor...
this.page.currentPage = page.currentPage; this.page.pageSize = page.pageSize; this.tableLoading = false; for (let index = 0; index < response.data.data.records.length; index++) { getObj1(response.data.data.records[index].driverId).then((response) => { ...