【问题标题】:Unreal Engine 4 : Converting DrawMesh() from Unity虚幻引擎 4:从 Unity 转换 DrawMesh()
【发布时间】:2016-05-20 12:24:36
【问题描述】:

我是 Unreal Engine UE4 的新手,我想转换我现有的代码。有人可以帮忙吗?

Material material = Resources.Load ("Meshes/Materials/" + files [index] + "material_0", typeof(Material)) as Material;
Texture2D texture = Resources.Load ("Textures/" + files [index], typeof(Texture2D)) as Texture2D;
Mesh[] meshes = Resources.LoadAll ("Meshes/" + files [index], typeof(Mesh)).Cast<Mesh> ().ToArray ();
for (int m = 0; m < meshes.Length; m++) {
    Graphics.DrawMesh (meshes [m], matrix, material, 0);
}

【问题讨论】:

  • 这个主题如何与 Unity3D 关联?
  • 他想将他现有的 Unity3D C# 代码移植到 UE4 C++ 代码......
  • 真的!我想在 Unreal 中做同样的事情。
  • 给你:docs.unrealengine.com/latest/INT 也许你可以用一种看起来不像是试图从 stackoverfow 获得免费工作的方式来重新表述这个问题。

标签: c++ unreal-engine4


【解决方案1】:

例如,这样的代码必须放在类的构造函数中。 此外,您还需要在 DefaultEditor.ini 中将 bDontLoadBlueprintOutsideEditor 设置为 false,因为如果它设置为 false,您的发布应用程序会因找不到蓝图类而崩溃。 当然你可以使用 GetMesh() 来添加自定义材质

static ConstructorHelpers::FObjectFinder<USkeletalMesh> AssignableMesh(TEXT("/Game/Units/Characters/UNT_Sol_01/UNT_Solder_01"));

static ConstructorHelpers::FObjectFinder<UPhysicsAsset> AssignablePhysics(TEXT("/Game/Units/Characters/UNT_Sol_01/UNT_Solder_01_PhysicsAsset"));

static ConstructorHelpers::FObjectFinder<UAnimBlueprint> AssignableABP(TEXT("/Game/Units/Characters/UNT_Sol_01/UNT_ABP"));

WeaponAttachment = AM4Weapon::StaticClass();

GetMesh()->bReceivesDecals = false;
GetMesh()->MeshComponentUpdateFlag = EMeshComponentUpdateFlag::AlwaysTickPoseAndRefreshBones;
GetMesh()->SetSkeletalMesh(AssignableMesh.Object);
GetMesh()->SetRelativeRotation(FRotator(0.0f, -90.0f, 0.0f));
GetMesh()->SetRelativeLocation(FVector(0.0f, 0.0f, -100.0f));
GetMesh()->SetPhysicsAsset(AssignablePhysics.Object);
GetMesh()->SetAnimInstanceClass(AssignableABP.Object->GeneratedClass);
GetMesh()->SetRelativeScale3D(FVector(3.0f));

【讨论】:

    猜你喜欢
    • 2020-07-24
    • 2015-02-04
    • 1970-01-01
    • 2015-01-13
    • 2015-07-03
    • 2019-12-09
    • 2020-03-26
    • 2023-03-28
    • 2014-04-26
    相关资源
    最近更新 更多