check(View.ViewFrustum.Planes.Num() <= 6); SetShaderValue(RHICmdList, ShaderRHI, NumConvexHullPlanes, View.ViewFrustum.Planes.Num()); SetShaderValueArray(RHICmdList, ShaderRHI, ViewFrustumConvexHull, View.ViewFrustum.Planes.GetData(), View.ViewFrustum.Planes.Num()); SetShaderValue(RHICmdList...
ULevelSequence*URedArtToolkitBPLibrary::GetFocusSequence(){UAssetEditorSubsystem*sub=GEditor->GetEditorSubsystem<UAssetEditorSubsystem>();TArray<UObject*>assets=sub->GetAllEditedAssets();for(UObject*asset:assets){IAssetEditorInstance*AssetEditor=sub->FindEditorForAsset(asset,false);FLevelSequenceEditorToo...
其中AddObject会将新建的UObject地址,存放到全局变量GUObjectArray中,它位于:Runtime\CoreUObject\Private\UObject\UObjectHash.cpp // Global UObject array instanceFUObjectArrayGUObjectArray; FUObjectArray的定义位于Runtime\CoreUObject\Public\UObject\UObjectArray.h,它内部主要用于管理所有的Object,簇,GC,其主...
zzFirstMemberId, TArray<FShaderParametersMetadata::FMember>*){returnnullptr; }// 开始声明结构体成员变量typedefzzFirstMemberIdSHADER_PARAMETER_RDG_BUFFER_SRV(Buffer<uint4>,RectCoordBuffer)SHADER_PARAMETER_RDG_BUFFER_SRV(Buffer<float4>, RectUVBuffer)SHADER_PARAMETER(FVector2f, InvViewSize)SHADER_PARAME...
MyTextBlock->SetText(FText::FromString(F)); } } ▲代码结束 第5+步:在内容浏览器中新建一个UserWidget(命名为WeaponDisplayer)如下: 注意到它有两个小部件,我们命名为MyImage和MyTextBlock; 第6步:找到WidgetMng(Cpp),然后派生一个蓝图名为BPWidgetMng1, ...
从文件中读取为TArray的二进制数据 使用SetCompressData填充为压缩数据 将压缩后的数据借助ImageWrapper的GetRaw转换为RGB数据 填充RGB数据到UTexture的数据中 转换PNG图片到JPG: 从文件中读取为TArray的二进制数据 使用SetCompressData填充为压缩数据 将压缩后的数据借助ImageWrapper的GetRaw转换为RGB数据 ...
Unity's workflow is based on prefabs. In Unity you build a set of GameObjects with components, then create a prefab from them. You can then place instances of the prefab in your world, or instantiate them at runtime. Unity的工作流程是基于prefabs的,我们创建一系列具有组件的GameObjects,然后通...
asset_user_data(Array[AssetUserData]): [Read-Write] Array of user data stored with the asset automatically_set_usage_in_editor(bool): [Read-Write] Whether to automatically set usage flags based on what the material is applied to in the editor. It can be useful to disable this on a bas...
Set by @ArrayName=KeyPropertyName. Per Object Config sections need a little different handling, which uses * (see Base New: Added new Module Types: "ClientOnly" and "ServerOnly"enabling better control of when modules are compiled and loaded. Can be used to slim down server / client ...
{"HP",ELifetimeCondition.COND_OwnerOnly,EPropertyClass.Float}, {"Position",ELifetimeCondition.COND_SimulatedOnly,FVectorType}, {"TeamateNameList",ELifetimeCondition.COND_None,EPropertyClass.Array,EPropertyClass.Str}, {"TeamatePositions",ELifetimeCondition.COND_None,EPropertyClass.Array,FVectorType}...