2D纹理采样参数(TextureSampleParameter2D)节点是 TextureSample 节点的参数化形式,功能和参数设置均相同,区别在于2D纹理采样参数节点可以在材质实例或者通过蓝图/代码修改的材质参数。 立方体纹理采样参数(TextureSampleParameterCube)节点是 TextureSample 节点的参数化形式,功能和参数设置均相同,区别在于立方体纹理采样参数节点...
(PlayButtonSize.X / 2), Canvas->SizeY / 2 - (PlayButtonSize.Y / 2)),PlayButtonSize,TEXT("Play"), true); //触发名字是 Play 的命中事件 void ABirdHUD::NotifyHitBoxRelease(FName BoxName) { Super::NotifyHitBoxRelease(BoxName); if (BoxName == TEXT("Play")) { UE_LOG(LogTemp, ...
1、GEngine->AddOnScreenDebugMessage:该方法只是生成一份绘制数据(FScreenMessageString),最终是在DrawStatsHUD -> GEngine->DrawOnscreenDebugMessages过程中,调用Canvas->DrawItem绘制; 2、UKismetSystemLibrary::DrawDebugLine:该方法调用了DrawDebugHelpers文件中的方法;DrawDebugHelpers.h文件提供了很多绘制方法,这些方...
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Stat命令的HUD绘制逻辑在UnStatsRender.cpp中,4种Title头的渲染在以下函数中: Stat CallCount [IncAvg IncMax] // FStatManager::RenderGroupedHeadings 如:Stat scenerendering、Stat streaming、Stat game、Stat engine、Stat D3D9RHI等用的是该Title头
HUD= *It;break; }staticFDelegateHandle DrawDebugDelegateHandle;if(!HUD) { HUD= InWorld->SpawnActor<AAbilitySystemDebugHUD>(); FDebugDrawDelegate DrawDebugDelegate= FDebugDrawDelegate::CreateUObject(HUD, &AAbilitySystemDebugHUD::DrawDebugHUD); ...
Change in HUD: replace "FPS" by "Simulation Step" The current map name is now included in the scene description message sent to the client Adapted "manual_control.py" and "view_start_positions.py" to use the map name sent by the simulator Improved the vehicle spawning algorithm, now it ...
DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks ; 默认的触摸界面配置,用于移动设备上的虚拟摇杆界面。bAlwaysShowTouchInterface=false ; 控制是否始终显示触摸界面,这里设置为false,不总是显示。bShowConsoleOnFourFingerTap=true ; 允许通过四指轻敲屏幕来显示控制台,便于...