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【
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 ...
这里就是他计算未来速度的地方了,Get Trajectory Sample at Time,获取未来时间预估的轨迹,返回值Facing朝向,Position 位置,Accumulated Seconds累计秒数,他这里是计算了未来0.5秒和0.4秒的预估位置相减得到的0.1秒的移动向量,然后乘10得到1秒的移动向量。所以Future Velocity就是未来一秒可能移动的向量。 IsMoving就是判断...
无论哪种RPC的通信,都依赖于连接(UNetConnection)创建的通信信道(UChannel)。而且其自身或者其Owner的GetNetConnection返回应非空。也就是说客户端连接应该对该对象有所有权,一般来说,必须为PlayerController所拥有。引用官方文档的RPC前置条件的原文如下:
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...
create cross current current_date current_time current_timestamp current_user cursor database dbcc deallocate declare default delete deny desc disable disk distinct distributed double drop dummy dump else enable end errlvl errorexit escape except exec execute exists exit ...
A novel current-mode analogue continuous-time filter synthesis technique is proposed based on a transformed set of state-equations, that allow the utilization of only current-mode linear lossy-integrators implemented using standard current mirrors; also a novel current-mode gyrator is introduced. The ...
= 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...
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...