voidUPrimaryDataAsset::UpdateAssetBundleData(){// By default parse themetadataif(UAssetManager::IsInitialized()){AssetBundleData.Reset();UAssetManager::Get().InitializeAssetBundlesFromMetadata(this,AssetBundleData);}} 我们简单带一下逻辑:若我们的AssetManager已经被初始化,我们需要将AssetBundleData进行重置,清空...
what())); } } void NNPCG_Library::LoadDataAsset(TArray<UStaticMesh*>& data, FNNPCG_Config* config) { try { UNNPCG_DataAsset* dataAsset = Cast<UNNPCG_DataAsset, UPrimaryDataAsset>(config->DataAsset); if (!dataAsset) { NNPCG_Library::ErrorLog("DataAsset is null"); return; } TArray...
//MeshDataAsset.h#pragma once #include "CoreMinimal.h" #include "Engine/DataAsset.h" #include "MeshDataAsset.generated.h" UCLASS(BlueprintType) class DATADRIVENEXAMPLE_API UMeshDataAsset : public UPrimaryDataAsset { GENERATED_BODY() public: UPROPERTY(EditAnywhere, Bl...
完成从场景资源文件中解析出训练数据所需要的包围盒以及网格体数组,接下来自定义DataAsset作为staticMeshArray在资源库中的存放载体,再定义一张DataTable作为配置文件。创建UNNPCG_DataAsset类继承自UPrimaryDataAsset。创建FNNPCG_Config结构体继承自FTableRowBase。定义DT_Config的默认路径,默认路径为插件Conten...
当Client -> Server 调用释放技能时,可以实例化临时的结构体对象FScopedServerAbilityRPCBatcher,它会在作用域结束时,将 TryActivateAbility、SetReplicatedTargetData、EndAbility 这三个逻辑在一起一同执行。 区别于 TryActivateAbility、SetReplicatedTargetData、EndAbility 这三个操作,FScopedServerAbilityRPCBatcher仅通过...
The reasoning for this is this will ensure the greatest compatibility of all data across all platforms across all tools, and help prevent downtime due to potentially bad character handling for identifiers in code you don't control.1. Asset Naming Conventions...
默认的 Scene Capture 不能用于实时Lumen光照模式下 为了实现实时渲染GI下,类似于UCanvasRenderTarget2D类,捕获指定位置摄像头的场景像素. 可以参考GameViewport类的源码尝试使用UE的渲染逻辑和数据多渲染一份视口副本到新创建的FSceneView上,封
The reasoning for this is this will ensure the greatest compatibility of all data across all platforms across all tools, and help prevent downtime due to potentially bad character handling for identifiers in code you don't control.1. Asset Naming Conventions...
UE5 资源管理的变动,新特性支持了Game Feature机制,能够模块化构建游戏内容,开启之后可以在项目设置的Asset Manager中看到GameFeatureData的选项,说明 GameFeature 是已经兼容了打包的方式的,有时间做个详细的分析。 UE5 同样支持 PrimaryAssetLable 机制来标记资产,与 UE4 中没有区别,同时编辑器选项中增加了允许 Chunk...
UE5 资源管理的变动,新特性支持了Game Feature机制,能够模块化构建游戏内容,开启之后可以在项目设置的Asset Manager中看到GameFeatureData的选项,说明 GameFeature 是已经兼容了打包的方式的,有时间做个详细的分析。 UE5 同样支持 PrimaryAssetLable 机制来标记资产,与 UE4 中没有区别,同时编辑器选项中增加了允许Chunk...