在关卡编辑器工具栏中,单击蓝图下拉菜单并选择将选择转换为蓝图类(Convert Selection to Blueprint Class) image 如果只选择了一个Actor,Blueprint/Add Script按钮将出现在Details面板中。你可以使用这个按钮直接跳转到New Subclass菜单来节省时间: image 编辑器将提供三种方法,用于从选定的Actor中创建新的Blueprint资产:...
UFUNCTION(BlueprintCallable)voidCaptureFromLocationAndRotation(constFVector& Location =FVector::ZeroVector,constFRotator& Rotator =FRotator::ZeroRotator,constuint8 PreCaptureFrameNum =2);//UFUNCTION(BlueprintCallable)voidSetupCustomPassMass(FSceneView*InSceneView);//UFUNCTION(BlueprintCallable)//void AddWeig...
UENUM(BlueprintType)enumclassEContentBrowserPathType:uint8{/** No path type set */None,/** Internal path compatible with asset registry and engine calls (eg,. "/PluginA/MyFile") */Internal,/** Virtual path for enumerating Content Browser data (eg, "/All/Plugins/PluginA/MyFile") */Vi...
Set Animation Blueprint’sBody DataandSkeletal Meshvariables (seeAnimNode_ZEDPose.cppbelow.) BP_ZED_Manny & ABP_ZED_Manny# TheBP_ZED_MannyActor Blueprint includes a skeletal mesh using a specific animation blueprint, theABP_ZED_Manny. The procedure to create your own is detailed below in th...
return "savedata"..to_string(idx); } //存档至编号X void SaveGame(int idx) { auto save = SerializeSaveData(); auto fileName = GetSaveDataName(idx); auto f = fopen(fileName.c_str(), "w+"); fprintf(f, "%s", save);
Allow adding custom props (FBX) to CARLA Blueprint library so they are spawnable Simplified pipeline for importing and packaging maps and custom props Vehicle physics: Added access to vehicle transmission details Added access to vehicle physics brake values Added tire friction trigger boxes for simul...
"MiniCodeConvert.h" #include "UsefulIncludeFile.h" UUsefulBluePrintLibraryBPLibrary::UUsefulBluePrintLibraryBPLibrary(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { } bool UUsefulBluePrintLibraryBPLibrary::FileDataTableFromJsonFile...
return "savedata"..to_string(idx); } //存档至编号X void SaveGame(int idx) { auto save = SerializeSaveData(); auto fileName = GetSaveDataName(idx); auto f = fopen(fileName.c_str(), "w+"); fprintf(f, "%s", save);
UE 的蓝图如 Actor Blueprint, UserWidget 等可以导出为 Pak 支持对单个资源进行烘焙后制作Pak;支持批量选中多个资源烘焙后制作Pak 支持导出工程插件 Content 目录中的资产到 Pak 文件 支持导出引擎 Content,引擎插件 Content 目录中的资产到 Pak 文件 支持任意工程导出 Pak 挂载到指定工程 ...
UncookedOnly, // Deprecated due to ambiguities. Only loads in editor and program targets, but loads in any editor mode (eg. -game, -server). // Use UncookedOnly for the same behavior (eg. for editor blueprint nodes needed in uncooked games), or DeveloperTool for modules // that can ...