Set Static Mesh Collision From Mesh 基于输入网格体为静态网格体资产生成简单碰撞形状 Set Dynamic Mesh Collision From Mesh 基于输入网格体为动态网格体组件生成简单碰撞形状 图元生成 这些函数用于生成图元网格体并附加到输入动态网格体 Append Box 将3D盒体附加到指定的动态网格体。 Append Sphere Lat Long 将使用...
set collision mesh invisible 碰撞仅用于视线检测 初始化unit时,根据grid类型设置碰撞形状,根据tile尺寸更新碰撞尺寸 设置新的tile index时顺便更新碰撞的朝向 Easy Debug add new float vars in cast structure to set unit height and line tracing start offset , and new bool to trigger debug line display ...
添加Mesh和Collision和朝向:添加箭头的目的在于设置坐标轴规定前进方向 BluePrint Event Graph Example 添加事件: OnComponentBeginOverlap:在Collision添加开始接触碰撞体则启动,OtherActor接触对象必须是角色控制器 CastToBP_ThirdPersonCharacter:将当前Actor转换成角色控制器 LaunchCharacter:发射角色(方向向量*速度即速率) G...
(保存、打开文件对话框) 47:22 创建mesh的方法,以及点、面、法线修改后的变化(粗暴修改mesh数据) 34:16 脚本放到物体上什么都不用设置就能被用户控制移动(野路子我个人通用角色移动代码) 1:12:53 动画序列帧播放脚步声(脚步声-诸多做法之一) 10:23 碰撞、触发播放脚步声 (脚步声-诸多做法之二) 21:23 代码...
6.5、如果场景中物体类型(WorldStatic、WorldDynamic、Pawn等)很多,且每种数量也很多,则Collision 的 Object Response 通道设置的越少越好,把可以设置为 Ignore 的通道都设置为 Ignore 。如果场景中的物体类型比较单一,即使这种类型的物体在场景中有数百个,Object Response 即使都设置为Block 或者 Overlap,对性能也没有...
1,把WeaponMesh或是一个简单碰撞体CollisionMesh提为root。但这样做很便秘,有时候需要调节剑的位置,...
GetMesh()->SetEnableGravity(true); //开启重力效果 GetMesh()->SetCollisionEnabled(ECollisionEnabled::PhysicsOnly); //开启物理碰撞通道 GetMesh()->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Block); //开启角色与静态物体产生碰撞 //关闭角色碰撞体碰撞通道,避免其对武器和角色模拟物理效果产生影响...
Asset TypeAsset Name Static Mesh (01) S_Rock_01 Static Mesh (02) S_Rock_02 Static Mesh (03) S_Rock_03 Material M_Rock Material Instance (Snow) MI_Rock_Snow1.2 Asset Name ModifiersWhen naming an asset, use these tables to determine the prefix and suffix to use with an asset's Base...
4.1 Static Mesh UVs 4.1.1 All Meshes Must Have UVs 4.1.2 All Meshes Must Not Have Overlapping UVs for Lightmaps 4.2 LODs Should Be Set Up Correctly 4.3 Modular Socketless Assets Should Snap To The Grid Cleanly 4.4 All Meshes Must Have Collision 4.5 All Meshes Should Be Scaled Correctly ...
Enable Self-Collision# This setting allows the virtual limbs to collide with the virtual body. This prevents the arms/legs to pass through the chest or each other. This feature uses the colliders provided by the Physics Assets corresponding to the skeleton. ...