//0为存档头, SetScore(int i) 设置分数 SetScore(atoi(states[1])); //SetLevel(int i) 设置并读取关卡 SetLevel(atoi(states[2])); //InitSnake(const char*) 根据字符串信息初始化蛇 InitSnake(states[3]); //SpawnApples(const char*) 根据字符...
通过这些优化措施,可以在保证碰撞检测准确性的同时,提升游戏的性能表现。 #include"CoreMinimal.h"#include"GameFramework/Actor.h"#include"TargetDummy.generated.h"UCLASS()classMYGAME_APIATargetDummy:publicAActor{GENERATED_BODY()public:ATargetDummy();protected:virtualvoidBeginPlay()override;private:UPROPERTY(Vi...
FD3D12DefaultBufferAllocator 执行显存分配时首先会从现有的 DefaultBufferPools 中查找合适的 PoolAllocator,如果不存在合适的 PoolAllocator 则会新建一个并添加到 DefaultBufferPools 中,最后使用 PoolAllocator 进行显存分配。 // 获取资源的分配策略EResourceAllocationStrategyFD3D12PoolAllocator::GetResourceAllocationStra...
UFUNCTION(BlueprintCallable)voidSaveToDiskAsync(FString path = TEXT(""), ECaptureCubeFace CubeFace = ECaptureCubeFace::CubeFace_MAX, EImageFormatEx ImageFormat = EImageFormatEx::PNG,intQuility =100); ECaptureState GetState();#pragmaregion eventpublic: DECLARE_MULTICAST_DELEGATE_OneParam(FOnCap...
public void onClick(DialogInterface dialogInterface, int i) { switch (i){ case AlertDialog.BUTTON_POSITIVE://点击同意按钮 SetPrivacyAccept(true); EnterSplashActivity();//启动SplashActivity break; case AlertDialog.BUTTON_NEGATIVE://点击拒绝按钮,直接退出App ...
();// Switch worlds widgets in the current pathFScopedSwitchWorldHackSwitchWorld(MouseCaptorPath);bInGame=FApp::IsGame();FPointerEvent TransformedPointerEvent=TransformPointerEvent(MouseEvent,MouseCaptorPath.GetWindow());Reply=FEventRouter::Route<FReply>(this,FEventRouter::FToLeafmostPolicy(MouseCaptor...
FIntRect AtlasAllocation;// 朝向int32 Orientation =-1;// 在可见列表的索引.int32 IndexInVisibleCardIndexBuffer =-1;// 所在的FLumenMeshCards的Card列表的索引.int32 IndexInMeshCards =-1;// 所在的FLumenMeshCards的索引.int32 MeshCardsIndex =-1;// 分辨率缩放.floatResolutionScale =1.0f;// 初始化...
右键点击你的UE4工程文件MyProject.uproject -》Switch Unreal Engine version,选择刚刚编译出来的UE4,切换版本以后,再右击*.uproject并选择:Generate Visual Studio project files,最后启动VS,启动VS之后再选择一种build类型来编译工程并启动,这里测试用的是development editor类型。
To switch the project's target configuration use the targetconfig task. To debug the engine along with your project, use nue targetconfig --debug and nue targetconfig --dev to switch back to Development. This will modify the NimForUE json config file and recompile the plugin and game dll...
1.tick 2.moving on ground 3.or 4.and 5.great less 6.sequence 序列化 7.do once 落地触发 1.事件着陆时 2.switch int(切换整形) 3.random int(随机整数),random float range (范围内随机浮点数) 4.播放音效2d 5.新建音乐,重载衰减,设置 6.蓝图设置音量,设置音高等。 移动物体 1.新建物体材质什么...