Unreal Engine 已成为建筑可视化或创建交互式体验的流行工具,但用户在将场景从 ArcGIS CityEngine 导出到 Unreal 时通常面临的问题是缺乏高质量的材料和网格。 幸运的是,虚幻引擎提供了几个资源库,例如 Quixel 或 Twinmotion Assets for Unreal Engine,它们可以在虚幻生态系统中免费使用。 为了帮助演示工作流程,我们创建...
合并(Merge): 允许将多个网格合并为一个,从而简化复杂场景的管理和渲染。 从点附加网格(Append Meshes from Points): 通过指定的点坐标,将新的网格附加到现有网格上,方便创建复杂形状。 生成动态网格(Spawn Dynamic Mesh): 可以在运行时生成新的动态网格,为游戏中的动态元素提供支持。 调试节点支持: 提供调试功能,...
将Alembic文件作为静态网格体导入时,如果你的数据包含多个网格体,你可以选择合并网格体(Merge Meshes)以将网格体合并到虚幻引擎中的单个静态网格体中。如果禁用此选项,Alembic文件中的每个网格体将作为单独的静态网格体导入UE4,而不是连接在一起。 沿用矩阵变换 启用合并网格体(Merge Meshes)时要考虑的另一件...
The FBX importer is no longer using SkinXX workflow to import Static Meshes. It now uses the Material Name Slot workflow. Changed how vertex colors are propagated when merging Spline Meshes using the Merge Actor functionality. This used to caused faceted vertex colors.Now when painting, you won...
*/ USTRUCT(BlueprintType) struct PROJECTNAME_API FSkeletalMeshMergeParams { GENERATED_BODY() FSkeletalMeshMergeParams() { StripTopLODS = 0; bNeedsCpuAccess = false; bSkeletonBefore = false; Skeleton = nullptr; } // An optional array to map sections from the source meshes to merged sec...
AbcCompressionSettings(merge_meshes: bool = False, bake_matrix_animation: bool = False, base_calculation_type: BaseCalculationType = 0, percentage_of_total_bases: float = 0.0, max_number_of_bases: int = 0, minimum_number_of_vertex_influence_percentage: float = 0.0) Bases: StructBase Abc ...
CUSTOMLODDATA [LOD=lod]- Set a custom level of detail to use for static meshes. DEBUG- Is used to simulate various errors with the following parameters identifying which ASSERT- Tells the engine to simulate an Assert being triggered.
导入骨骼层次级别中的网格体(Import Meshes In Bone Hierarchy)启用后,骨骼层次级别中的网格体会被导入而不是转换成骨骼。 导入变形目标(Import Morph Targets)启用后,会为导入的网格体创建虚幻引擎变形物体。 阈值位置(Threshold Position)编辑用于比较顶点位置是否相等的阈值。
Open a blank project From the modes panel, drag one or two meshes in the scene Select all meshes dragged into the scene In the details panel, disable cast shadows With both actors still selected, Right click one of the actors Select Merge Actors ...
To improve performance and reduce memory footprint, we usedSimplygonto merge and optimize meshes and to combine multiple materials. The meshes shown below have a total of 31,569 triangles and 19,910 vertices. They are all part of a single piece of equipment instanced multiple times and are ...