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...
GetExplicitTime(); //获取动画的总长度。 const float CurrentAssetLength = InSequenceEvaluator.GetCurrentAssetLength(); const bool bAllowLooping = InSequenceEvaluator.GetShouldLoop(); const USkeleton::AnimCurveUID CurveUID = UE::Anim::DistanceMatchingUtility::GetCurveUID(AnimSequence, Distance...
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());}<...>...
To display a list of Windows applications that can synchronize settings with their package family name, enabled status, and enabled source, open a Windows PowerShell window, type Get-UevAppxPackage, and press ENTER.Note Starting in Windows 10, version 1607, you can configure UE-V to not ...
= 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...
float GetCurrentTimeCount(){return mTickTime;} private: float mTickTime = 0.0f; // T1 mState; FStateMachine<T1, FState<T1>>* mStateMachine; TFunction<void(void)>mOnEnter=0; TFunction<void(float,FState<T1>*)>mOnLoop=0; TFunction<void(void)>mOnExit = 0; ...
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...