FName GetToolkitFName() const override { return "toolkitFName_CustomAssetEditor"; } FText GetBaseToolkitName() const override { return INVTEXT("BaseToolkitName_CustomAssetEditor"); } FString GetWorldCentricTabPrefix() const override { return "Prefix_CustomAsset "; } FLinearColor GetWorld...
Add(Item->GetCompletionEvent()); for (auto Item : ChildTasks) ChildEvents.Add(Item); TGraphTask<FWorkTask>::CreateTask(&PrerequisiteEvents).ConstructAndDispatchWhenReady(TaskName, ChildEvents, this); } 15.后处理之 bloom 泛光(Bloom)是一种现实世界中的光现象,通过它能够以较为适度的渲染性能...
get_loaded_level() → Level¶ Gets a pointer to the LoadedLevel value Return type: Level get_world_asset_package_f_name() → Name¶ Gets the package name for the world asset referred to by this level streaming as an FName Return type: Name is_level_loaded() → bool¶ Returns ...
MakeOutgoingGameplayEffectSpec(CooldownGE->GetClass(), GetAbilityLevel()); SpecHandle.Data.Get()->DynamicGrantedTags.AppendTags(CooldownTags); SpecHandle.Data.Get()->SetSetByCallerMagnitude(FGameplayTag::RequestGameplayTag(FName("Data.Cooldown")), CooldownDuration.GetValueAtLevel(GetAbilityLevel()...
SpecHandle.Data.Get()->DynamicGrantedTags.AppendTags(CooldownTags); SpecHandle.Data.Get()->SetSetByCallerMagnitude(FGameplayTag::RequestGameplayTag(FName("Data.Cooldown")), CooldownDuration.GetValueAtLevel(GetAbilityLevel())); ApplyGameplayEffectSpecToOwner(Handle, ActorInfo, ActivationInfo, SpecHan...
at the speed you can dream it. We originally designed Unreal Engine to give us the creative freedom we always wanted as developers. Today, our goal is to push the boundaries of innovation with every release so that only you, not your tools, get to decide the limits of what’s possible....
加载需要fully load的packageLoadPackagesFully(WorldContext.World(), FULLYLOAD_Map, WorldContext.World()->PersistentLevel->GetOutermost()->GetName()); 确保”always loaded”子关卡已经全部加载完毕WorldContext.World()->FlushLevelStreaming(EFlushLevelStreamingType::Visibility); ...
// Get the Plugin URL based on the Game Features NameFString PluginURL;UGameFeaturesSubsystem::Get().GetPluginURLForBuiltInPluginByName(<GameFeatureName>,PluginURL);// Deactivate the Game FeatureUGameFeaturesSubsystem::Get().DeactivateGameFeaturePlugin(PluginURL);// Activate the Game FeatureUGameFeat...
第2章讲述在启动并运行Unreal Engine后如何将自定义的FBX资源导入Unreal Engine。该章还介绍碰撞、材质和细节级别(Level Of Detail,LOD)。 第3章讨论材质编辑器以及用于为资源创建着色器的一些常用节点。 在学习材质的基础知识后,将创建一个可以改变法线贴图强度的示例材质函数。
由于UDemoNetConnection重写了LowLevelSend接口,序列化之后这些数据并不会通过网络发出去,而是先临时存储在ReplayHelper的FQueuedDemoPacket数组里面。 不过QueuedDemoPackets本身不包含时间戳等信息,还需要再通过FReplayHelper::WriteDemoFrame将当前Connection里面的QueuedDemoPacket与时间戳等信息一同封装并写到对应的NetworkRep...