流程控制节点,说到底也就是传统编程语言中的选择结构(switch-case、if-else等)和循环结构(for、while等),这些基础的函数结构,正是实现大部分游戏逻辑的核心 蓝图的函数 【官方文档】函数简介http://api.unrealengine.com/CHN/Engine/Blueprints/UserGuide/Functions/index.html函数调用http://api.unrealengine.com/CH...
这个比较简单,直接在代码里设置了,看一下代码吧:switch(HMEnglishGameInstance->GetEquipPlayMode()){caseEPlayEquipM… 【UE4编辑器】 MenuBar菜单栏扩展 SQTaoger 虚幻引擎使用者 专栏目录: MenuBar菜单栏扩展可以有效的组合我们对编辑器的扩展功能,把我们写好的一系列功能整合到一个独立的菜单栏,显得更加规整,参考环...
void TMGTestScene::OnEvent(ITMG_MAIN_EVENT_TYPE eventType,const char* data){ switch (eventType) { case ITMG_MAIN_EVENT_TYPE_EXIT_ROOM: { //进行处理 break; } } } 语音消息接入 1. 鉴权初始化 在初始化 SDK 之后调用鉴权初始化,authBuffer 的获取参见上文实时语音鉴权信息接口 genAuthBuffer...
void TMGTestScene::OnEvent(ITMG_MAIN_EVENT_TYPE eventType,const char* data){ switch (eventType) { case ITMG_MAIN_EVENT_TYPE_EXIT_ROOM: { //进行处理 break; } } } 语音消息接入 1. 鉴权初始化 在初始化 SDK 之后调用鉴权初始化,authBuffer 的获取参见上文实时语音鉴权信息接口 genAuthBuffer。
switch (CachedAlignment) { case XRWHCMode::ERulerAlignment::RA_Top: DesiredLocation.Set(CachedLength * 0.5f, HalfRulerHeight, 0.0f); break; case XRWHCMode::ERulerAlignment::RA_Center: DesiredLocation.Set(CachedLength * 0.5f, 0.0f, 0.0f); ...
voidTMGTestScene::OnEvent(ITMG_MAIN_EVENT_TYPE eventType,constchar* data){switch(eventType) {caseITMG_MAIN_EVENT_TYPE_EXIT_ROOM: {// Processbreak; } } } Voice Message Access 1. Initializing authentication Call authentication initialization after initializing the SDK. For more information on how...
but at the same time the engine has some problems, the most common of which is the crash described in the above case. If you are also suffering from Unreal Engine 4 crashing issue, please read the following in detail to fix this issue. But before that, it is recommended that you unders...
The Radeon™ GPU Profiler (RGP) is our powerful profiling tool, which you can use with Unreal Engine. This section introduces RGP, explains how to use it with Unreal Engine to identify CPU vs GPU bottlenecks, and describes an example usage scenario based on our Unreal Engine case studies....
4. 在Engine\Source\Editor\PixelInspector\Private\PixelInspectorResult.cpp文件中找到DecodeShadingModel()函数。在switch (ShadingModelId)内添加我们的自定义光照模型,这里将宏转换为枚举。如果没有宏,使用ID数字来索引就很难理解了。 // 自定义卡通渲染模型casePIXEL_INSPECTOR_SHADINGMODELID_CUSTOMTOON:returnEMater...
This blog post highlights AWS for Games presence at Unreal Fest 2023 , including how to enter for the chance to win a Nintendo Switch at our booth on the expo hall floor. To learn more about how Unreal Engine game developers are scaling real-time 3D experiences using AWS, visit aws.amazon...