重新导入基本网格体(Reimport Base Mesh) 重新导入基本网格体。 重新导入基本网格体+LOD(Reimport Base Mesh + LODs) 重新导入基本网格体和所有自定义LOD。 添加球体简化碰撞(Sphere Simplified Collision) 生成一个环绕静态网格体的新球体碰撞网格体。 添加胶囊体简化碰撞(Add Capsule Simplified Collision) 生成一个...
静态网格体编辑器(Static Mesh Editor) 视口(Viewport) 切换视口(Viewport)面板的显示状态。 详细信息(Details) 切换详细信息(Details)面板的显示状态。 插槽管理器(Socket Manager) 显示插槽管理器(Socket Manager)面板,该面板在默认情况下不显示。 凸包分解(Convex Decomposition) 显示凸包分解(Convex Decomposition)面板...
(url) add_ue5_event() } }, 3000) // ue.SocketOpen = () => { // } } function WebTest(data) { console.log(data.name) console.log(data.age) console.log(data) ue.SendJson(data) } function add_ue5_event(){ ue.WebTest = data => { WebTest(data) } } export const uninit ...
可选地,如果技能结束,则移除 */ UFUNCTION(BlueprintCallable, Category = Ability, meta=(GameplayTagFilter="GameplayCue"), DisplayName="Add GameplayCue To Owner", meta=(ScriptName="AddGameplayCue")) virtual void K2_AddGameplayCue(FGameplayTag GameplayCueTag, FGameplayEffectContextHandle Context, boo...
另外,Lua文件打包成Pak可以用我之前开源的UE资源打包工具:hxhb/HotPatcher,而且我基于UnLua自己修改了一个版本,添加了一些额外的优化,源码集成了Luasocket/Luapanda/lpeg/Sproto/Luacrypt库,可以直接使用LuaPanda调试,Github地址为:hxhb/debugable-unlua. PS:我建了一个QQ群(958363331),可以交流一下UE4热更新的相关问题...
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...
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...
处理输入动作:在Input_Move,Input_LookMouse,Input_LookStick,Input_Crouch和Input_AutoRun函数中,处理对应的输入动作,在AddAdditionalInputConfig和RemoveAdditionalInputConfig函数中,允许添加或移除特定的输入配置。 设置和清除能力摄像机模式:在DetermineCameraMode函数中,确定摄像机的模式,在SetAbilityCameraMode和ClearAbili...
("GameCamera")); OurCamera->AttachTo(OurCameraSpringArm, USpringArmComponent::SocketName); //控制默认玩家 AutoPossessPlayer = EAutoReceiveInput::Player0; } // 当游戏开始或生成时调用 void APawnWithCamera::BeginPlay() { Super::BeginPlay(); } // 在每一帧调用 void APawnWithCamera::Tick( ...
()};constautoPullForceSocketName{RootBoneHorizontalSpeedSquared>FMath::Square(300.0f)?UAlsConstants::Spine03Bone():UAlsConstants::PelvisBone()};GetMesh()->AddForce((RagdollTargetLocation-GetMesh()->GetSocketLocation(PullForceSocketName))*RagdollingState.PullForce,PullForceSocketName,true);}// ...