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...
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...
删除现有变形目标曲线(Delete Existing Morph Target Curves)如果启用,该选项删除当前存在的变形目标。该设置仅在重新导入网格体时使用,可以在骨架网格体编辑器重新导入(Skeletal Mesh Editors Reimport)设置选项卡中设置。 不导入0值曲线(Do not import curves with 0 values)导入自定义属性或变形目标作为曲线时,...
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: ...
脚本代码情况:是一个 UnrealEngine 的分支(fork),为了和引擎交互更密切,修改了源码,提供了几个插件:Angelscript、AngelscriptGAS、AngelscriptEnhancedInput、AngelscriptStructUtils 。另外还提供了 GameplayMessageRouter with Angelscript 的绑定。 脚本编写平台: Vscode, 提供了插件 Visual Studio Code Extension 和Unreal An...
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 ...
Skeletal Meshes add a chunky amount of processing to your CPU threads, there are some easy wins to look into when you have many SKs alive at a time, especially if they don’t always contribute to the frame. Update Rate Optimization (URO) for distant SkelMeshes ...
This works like Capsule Shadows on Skeletal Meshes, except it uses the Mesh Distance Field, so no physics asset is required. The Static Mesh must have Generate Mesh Distance Field enabled in the Build Settings, or the project must have Generate Mesh Distance Fields enabled in order for this ...
import unreal_engine as ue from unreal_engine.classes import Skeleton, SkeletalMesh original_mesh = ue.get_selected_assets()[0] if not original_mesh.is_a(SkeletalMesh): raise DialogException('the script only works with Skeletal Meshes') # open a dialog for saving assets, it returns a...