For the Signed Distance Field part of the cap, I just translated this tutorial to C++.See code https://www.froyok.fr/blog/2018-11-realtime-distance-field-textures-in-unreal-engine-4/ Waves and Movement Strength To find the movement strength, we only need to get the difference betw...
Reset(); float DistanceToGo = AdvanceDistance; if (ZoneGraph->AdvanceLaneLocation(LaneLocation, DistanceToGo, NextLaneLocation)) { DistanceToGo -= (NextLaneLocation.DistanceAlongLane - LaneLocation.DistanceAlongLane); // If hit the end of a lane, keep going on until we have advanced far e...
UPROPERTY() TArray<FVector> LanePoints; // All the lane up vectors, referred by lanes. UPROPERTY() TArray<FVector> LaneUpVectors; // 所有Lane的切线 UPROPERTY() TArray<FVector> LaneTangentVectors; // 所有lane的距离进度 UPROPERTY() TArray<float> LanePointProgressions; // 所有Lane之间的连接...