options.static_mesh_import_data.set_editor_property('import_uniform_scale', 1.0) options.static_mesh_import_data.set_editor_property('combine_meshes', True) options.static_mesh_import_data.set_editor_property('generate_lightmap_u_vs', True) options.static_mesh_import_data.set_editor_property('...
Combine Mesh Selections 2 つのメッシュ選択を新しい 1 つのメッシュ選択にまとめます。「選択 A」と「選択 B」の 2 つの入力は同じタイプである必要があります。 Convert Index Array To Mesh Selection インデックス配列からメッシュ選択を作成します。 Convert Index Set To Mesh Selection...
options.static_mesh_import_data.set_editor_property('combine_meshes', False) options.static_mesh_import_data.set_editor_property('generate_lightmap_u_vs', False) options.static_mesh_import_data.set_editor_property('auto_generate_collision', False) options.static_mesh_import_data.set_editor_prope...
Anim Dynamics is a brand new self-contained and simple physics simulation node for Animation Blueprints which allows dynamic motion to be procedurally added to skeletal meshes without having to use a full physics solution: Here's an overview of the main features of Anim Dynamics: Simplified rigid ...
使用FBX导入SkeletalMesh时可用的选项如下所示。 选项说明 网格体 骨架网格体(Skeletal Mesh)对于骨架网格体,禁用该选项将使导入器尝试将FBX文件作为静态网格体导入。 导入网格体(Import Mesh)是否导入网格体。该选项允许动画仅在导入骨架网格体时导入。 导入内容类型(Import Content Type)导入的网格体内容类型。
We've added a new Material Expression to return the Pre-Skinned Local Bounds of Skeletal Meshes. This expression enables you to be able to calculate a relative position inside the bounds of an Actor through the Material. Since these bounds don't change - even when animated - it enables you...
10 = eval anim every ten frames for those meshes that can do it. In some cases a frame is considered to be 30fps. a.URO.ForceInterpolation Set to 1 to force interpolation a.VisualizeLODs Visualize SkelMesh LODs abtest Provide two console commands or 'stop' to stop the abtest. Frames ...
It may prove valuable to run some commands during a profiling session to see how this affects your frame in great detail. Especially as some features are first processed on the Game Thread, and may then get handled by the Render Thread later that frame such as Skeletal Meshes. ...
There is already a tutorial for importing collada files as static meshes (https://github.com/20tab/UnrealEnginePython/blob/master/tutorials/WritingAColladaFactoryWithPython.md). This snippet shows how to import skeletal meshes. You can combine both to build a full-featured importer. The main ...
are placed in the scene (anything from meshes, to lights, to sounds, and more). 2. Next, enter a name for your new class, such as MyNewActor. Hit Create Class. After it adds the files to the project, click on Yes to open MyNewActor.h in Visual Studio. When you create a new ...