这个FInstancedStaticMeshInstanceData内部存储着一个Matrix,也就是说,Add Instance传入的Transform被转化成了Matrix并存储在内存中: USTRUCT()structFInstancedStaticMeshInstanceData{GENERATED_USTRUCT_BODY()UPROPERTY(EditAnywhere,Category=Instances)FMatrixTransform;// ...}; 实际上,ISM Component 相比 SM Component...
处理shader文件虚拟目录,在module.cpp中 voidFComputeShaderRuntimeModule::StartupModule(){FStringPluginShaderDir=FPaths::Combine(IPluginManager::Get().FindPlugin(TEXT("ComputeShader"))->GetBaseDir(),TEXT("Shaders"));AddShaderSourceDirectoryMapping("/CustomShaders",PluginShaderDir);} 在与shader绑定的c...
Bases:StructBase Instanced Static Mesh Instance Data C++ Source: Module: Engine File: InstancedStaticMeshComponent.h
New: Enabled custom export of navigable geometry for foliage with InstancedStaticMesh type. Bugfix: Streaming out of a level containing a RecastNavMesh instance no longer crashes the engine. Bugfix: A bug in editor-time navigation system, resulting in removing all the saved data in static ...
BugFix: Fixed the inability to edit an Instanced Static Mesh Component instance array on Actor instances when the Instanced Static Mesh Component is inherited from a Blueprint class.BugFix: An explicit warning is now logged on BuildCookRun or a standalone cook when the -nativizeAssets flag is...
UpdatePrimitiveInstances ( UInstancedStaticMeshComponent* Primitive ) Updates all the instances that have been updated through the InstanceUpdateCmdBuffer on the UPrimitiveComponent. void UpdatePrimitiveOcclusionBoundsSlack ( UPrimitiveComponent* Primitive, float NewSlack ) void UpdatePrimitiveSelectedState_Re...
Added support for Instanced 3D Meshes (I3DM) and the glTF EXT_mesh_gpu_instancing extension. Improved DynamicPawn movement by interpolating to its intended speed. This provides smoother movement over areas with large height variation, e.g., when flying over buildings in a city. Added TileWidth...
The new NVIDIA UE 4.25 and 4.26.1 Branches offer all of the benefits of mainline UE4.25 and UE4.26.1, while providing some additional features: Fixes for instanced static mesh culling (including foliage) Option to mark ray tracing data as high-priority to the memory manager to avoid poor ...
In the Mesh section, make sure the Skeletal Mesh is set to a "fromMaya" object. In the Skeletal Mesh section, turn on Update Animation in window. Meshes: To link a specific mesh, first add it to the Unreal Live Link window in Maya. Then in Unreal, select StaticMeshActor and select ...
au.streamcaching.StopProfiling This will start a performance-intensive profiling mode for this streaming manager. Profile stats can be output with audiomemreport. au.streamcaching.StreamCacheSizeOverrideMB This cvar can be set to override the size of the cache.0: use cache size from project settin...