网格碰撞(Mesh Collision):是指克隆器生成的对象与其他三维网格模型之间的碰撞和交互。这种功能使得场景中的各个元素能够真实地相互影响,从而增强了整体的沉浸感。 功能与技术细节 碰撞能力的实现 新增加的碰撞功能允许克隆器生成的对象在空间中进行真实的物理互动。这意味着当多个克隆对象相遇时,它们可以根据物理规则进行...
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[...
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...
Convex Elements 自定包含元素(UCX_MeshName) Double Sided Geometry 双面几何体开关 Simple Collision Physical Material 物体默认物理交互行为只与其相关的物理材质进行 Collision Complexity 碰撞复杂度 complex = per Triangle Collision Presets 碰撞预制(默认BlockAll) 具体碰撞说明不做详细解释(后续关于collision文档会做...
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) ...
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...
Some improvements to the HWRT async traces within Niagara. Adds support for inline HW traces, where supported, through a compute shader (in some artificial tests it results in 50% performance improvement, but results will vary). Also fixes up collision group masking. ...
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 ...
You can now specifyMax Hullsinstead of accuracy when generating simplified collision for a Static Mesh using the Auto Convex Tool. Computation is now a background task in the Static Mesh Editor. The Auto Convex Tool also uses a newer version of V-HACD library that should give more accurate ...
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 ...