物理引擎(Physics Engine):负责计算碰撞响应、摩擦力和重力等物理现象,以确保模拟的真实性。 碰撞网格(Collision Mesh):在每个克隆对象上定义的几何形状,决定了与其他对象发生碰撞的区域。这种碰撞网格可以是简单的几何形状,也可以是复杂的自定义形状,以适应不同的对象需求。 实时计算(Real-time Computation):所有的碰撞...
最后单击最下方Export for UnrealEngine4导出collection 3Collisions and sockets可以直接在blender里面给物体创建collisions(StaticMesh)和sockets(static/SkeletalMesh) 1.创建一个mesh来用作collision(对于sockets,创建一个empty对象)。Asset可以包含多个collisions,但是每一个collision只能被用在一个对象上。 2.选择你的coll...
CollisionCylinder(碰撞圆柱体)- 每个actor周围的圆柱空间,用于决定碰撞。对于大多数actors来说,这项设置默认情况下是关闭状态,但是对于类似于player(玩家)和triggers(触发器)这样的actors,CollisionCylinder(碰撞圆柱体)默认情况下处于打开状态,它能检测其它actor和它的碰撞。CollisionCylinder(碰撞圆柱体)的高度和半径可以...
打开Henry_BP,然后再选中 Viewport 窗口,为其添加 Skeletal Mesh, 我这里用到的骨骼网格体如图: 添加进去后,调整 Mesh 1P 和摄像机的位置如图: 这里的组件名称都是我们在C++代码中设置的名称,大家可以在 xxxCharacter.cpp 中看到: .h 头文件 /** Pawn mesh: 1st person view (arms; seen only by self) *...
enable_per_poly_collision (bool): [Read-Write] global_force_mip_levels_to_be_resident (bool): [Read-Write] Global and serialized version of ForceMiplevelsToBeResident. lod_info (Array[SkeletalMeshLODInfo]): [Read-Write] lod_settings (SkeletalMeshLODSettings): [Read-Write] materials (Array[...
重新导入基本网格体(Reimport Base Mesh)打开当前骨架网格体的原始FBX源文件,并同时打开新的导入选项窗口。 使用新文件重新导入基本网格体(Reimport Base Mesh With New File)打开一个文件浏览器窗口,可以选择新的FBX源文件来导入。虚幻引擎会自动将现有的材质、骨骼和其它资产指定到新的网格体,并且在...
Collision EnabledThis body can be used for both spatial queries (raycasts, sweeps, overlaps) and simulation (rigid body, constraints). Object Type PropertyDescription WorldStaticThis should be used for any Actor that doesn't move. Static Mesh Actors are a good example of an Actor that will pro...
资源细节(Asset Details)面板位于骨架网格体编辑器(Skeletal Mesh Editor)中,显示与骨架网格体相关的特定属性(例如应用于表面的材质)、植皮和LOD选项。你还可以指定和调整APEX布料,或者为骨架网格体定义和关联物理资源(Physics Asset)(创建布偶类型动作时所需)。
AnimationAnimationSkeletal Animation System MecanimPersona,Animation Blueprint 2DSprite EditorPaper2D ProgrammingC#C++ ScriptBlueprint PhysicsRaycastLine Trace, Shape Trace Rigid BodyCollision, Physics Runtime PlatformsiOS Player, Web PlayerPlatforms Projects and files工程和文件 ...
Static Mesh Editor is a tool that allows for previewing the collision, UVs, and the look of the skeleton mesh as well as setting up its parameters. There is also an option of manipulating the level of detail settings of your skeletal meshes. ...