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 ...
UStaticMesh* StaticMeshAsset, FStaticMeshRenderData& RenderData,constFString& DistanceFieldKey, FSourceMeshDataForDerivedDataTask* OptionalSourceMeshData){staticconstautoCVarCards = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT
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:
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 ...
FVector NewLocation = GetActorLocation() + (CurrentVelocity * DeltaTime); SetActorLocation(NewLocation); } } } // Called to bind functionality to input void AMyPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) { Super::SetupPlayerInputComponent(InputComponent); ...
Transition.CurrentRunStatus = Exec->LastTickStatus; Transition.NextActiveStates = NextActiveStates;// EnterState将更新Exec.ActiveStatesconstEStateTreeRunStatus LastTickStatus =EnterState(Transition);// 需要重新获取执行状态,因为EnterState可能会更改分配Exec = &GetExecState(); ...
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...