由于这个 PerInstanceSMData 是Private 的属性,且没有 BlueprintReadWrite 标签,我们想要获得这个变量就需要在C++中继承这个 UInstancedStaticMeshComponent 类并写自己的函数: // TestISMComponent.h UCLASS() class UTestISMComponent : public UInstancedStaticMeshComponent { GENERATED_BODY() UFUNCTION(BlueprintCa...
HISM本质上是将实例化网格划分成ClusterTree,每一个Cluster有其独立的LOD级别,最终会产生多个级别的ISM,通过一些引擎指令,我们可以管控HISM的划分策略,关于具体的实现细节可以参考: UHierarchicalInstancedStaticMesh(HISM)原理分析-CSDN博客 HISM 大规模植被渲染解决方案-CSDN博客 而Nanite不像传统的LOD方案那样,具有少...
Learn to optimize a project through instancing with the instanced static mesh component in Unreal Engine.
int32UHierarchicalInstancedStaticMeshComponent::DesiredInstancesPerLeaf(){int32LOD0Verts=GetVertsForLOD(0);int32VertsToSplit=CVarMinVertsToSplitNode.GetValueOnAnyThread();if(LOD0Verts){returnFMath::Clamp(VertsToSplit/LOD0Verts,1,1024);}return16;} 如果某个节点包含的实例数目大于BranchingFactor,那...
Notify that the given static mesh instance selection state has changed. bool SetSMInstanceTransform( constFSMInstanceId& InstanceId, const FTransform& InstanceTransform, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport ) Attempt to set the transform of the given static mesh instance. ...
所述PerInstanceRandom表达式输出每静态网格实例被施加的材料不同的随机浮点值。例如,InstancedStaticMeshComponent设置一个随机浮点数,该浮点数已公开,以便可以用于所需的任何对象(例如,窗口后面的随机光照水平)。对于网格的每个实例,它都是常数,但是不同。
unreal.FoliageInstancedStaticMeshComponent unreal.FoliageStatistics unreal.FoliageType unreal.FoliageType_Actor unreal.FoliageType_ActorFactory unreal.FoliageType_InstancedStaticMesh unreal.FoliageType_InstancedStaticMeshFactory unreal.Font unreal.FontFace unreal.FontFactory unreal.FontFileImportFactory unreal.Font...
Instance Parents:展示当前实例的父类材质列表。在这个例子里,父类只有M_Banana。 Viewport:展示当前材质实例的预览球形网格。通过长按左键移动鼠标旋转预览网格,滑动滚轮缩放界面。 为了改成预览香蕉网格,可以在Details面板的Previewing部分,左键点击Preview Mesh下拉框,选择SM_Banana。现在就可以看到预览网格变成了香蕉。
Here is a simple construction script to build out the grid. Simply add an Instanced Static Mesh component to an actor, choose the mesh to use for it in the Details tab, and then add these nodes to its construction. Figure 48:Construction Script to build a simple grid. ...
Bugfix: Flickering due to incorrect LOD rendering no longer occurs when adjusting the transform of a Hierarchical Instanced Static Mesh instance at runtime. Bugfix: Flickering due to occlusion queries no longer occurs when Hierarchical Instanced Static Mesh Components are added or updated at runtime...