ArrayDim : ArrayIdx + 1; for (int32 Idx = LoopMin; Idx < LoopMax; Idx++) { // Keep setting the property in case something inside of SerializeItem changes it FSerializedPropertyScope SerializedProperty(Slot.GetUnderlyingArchive(), this); Seri...
ArrayDim : ArrayIdx + 1; for (int32 Idx = LoopMin; Idx < LoopMax; Idx++) { // Keep setting the property in case something inside of SerializeItem changes it FSerializedPropertyScope SerializedProperty(Slot.GetUnderlyingArchive(), this); SerializeItem(Stream.EnterElement(), ContainerPtrToValu...
UCLASS()classBACKPACK_SYSTEM_APIUItemDataAsset:publicUDataAsset{GENERATED_BODY()public:UFUNCTION(BlueprintCallable)constFItemDataInfo&FindItemDataInfoByTag(constFGameplayTag&Tag);private:// Data AssetUPROPERTY(EditDefaultsOnly,Category="Item Data")TArray<FItemDataInfoMappingTag>ItemDataAsset;// Find Data ...
void UQuickAssetAction::RemoveUnusedAssets() { TArray<FAssetData> SelectedObject = UEditorUtilityLibrary::GetSelectedAssetData(); TArray<FAssetData> UnusedAssetsDatas; for (auto Object : SelectedObject) { //检索资源的引用数量 TArray<FString> AssetReferencersNums = UEditorAssetLibrary::FindPackageRefer...
('{}.cv[0]'.format(curve_shape),world=True)points.append(point)#getuvsvalues=list()uvs=find_closest_uv_point(points,mesh_node,uv_set=uv_set)foru,v in uvs:values.append([u,v,0])#print(str(u)+","+str(v))#createattributename='groom_root_uv'cmds.addAttr(curves_group,ln=name,...
if (FName(TEXT("pelvis"), FNAME_Find) != NAME_None) { //Do something } 1. 2. 3. 4. 如果名称不在表中,FName的索引将被设定为NAME_None。!注意:将不对指针进行null检查,因为使用的是普通字符串 FText FText 代表一个显示字符串。为用户显示的文本都需要由 FText 进行处理。FText 类拥有本地...
voidBuildMeshCards(constFBox& MeshBounds,constFGenerateCardMeshContext& Context, FCardRepresentationData& OutData){staticconstautoCVarMeshCardRepresentationMinSurface = IConsoleManager::Get().FindTConsoleVariableDataFloat(TEXT("r.MeshCardRepresentation.MinSurface"));constfloatMinSurfaceThreshold = CVarMeshCar...
这里需要提前说一下这个的内部实现,本质上他就是一个无锁版本的TChunkedArray,每次申请会分配一个大的Block,然后把Block拆成小的Item来给外部使用,当Block用完就再申请新的。这个管理Item的方式和数组很像,因为在Block内,内存都是连续的,因此即使不告诉外部实际的指针,只需要返回数组的Index,只要内部记录每个Block的...
FindZipItem(hz,"file.dat",true,&i,&ze); // char *ibuf = new char[ze.unc_size]; // UnzipItem(hz,i, ibuf, ze.unc_size); // delete[] ibuf; // - unzip to a fixed membuff - // ZIPENTRY ze; int i; FindZipItem(hz,"file.dat",true,&i,&ze); // char ibuf[1024]; Z...
After that, you can find our repositories here: Unreal Engine https://github.com/EpicGames/UnrealEngine and https://github.com/EpicGamesExt Blender addons that improve the game development workflow between Blender and Unreal https://epicgamesext.github.io/BlenderTools/ https://github.com/EpicGa...