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Unreal Engine 4 C + + drawing functions for debugging

, float scale=1.f, Fcolor const color=fcolor::white, bool bpersistentlines=false, float lifetime=-1.f, uint8 D epthpriority = 0); ENGINE_API void flushdebugstrings (const uworld* inworld); ENGINE_API void Drawdebugsolidbox (const uworld* INworld, Fvector const Center, Fvector const Box, Fcolor const Color, bool bpersistent=false, float LifeTime =-1.F, Uint8 depthpriority = 0); ENGINE_API void Drawdebugsolidbox (const uworld* inworld, Fvector const Center, Fvector const Extent, FQuat const Rotat

Unreal Engine 4 camera lag (CAMERA latency)

Tags: Unreal Engine character Taking the official Third Person template as an example, the uspringarmcomponent in the character blueprint implements most of the functions such as camera and scene collision and interaction. To implement camera latency, you only need to modify the attributes in the lag column. The first one controls the latency when the camera moves, the second is the latency when the camera rotates, and the other two are the laten

Unreal Engine 4 RenderTarget making live camera effect

Unreal Engine 4 RenderTarget making live camera effectFirst on the effect:Live camera I do not know how to translate, anyway, the meaning is to render a camera image to a 2D plane.The following are the specific implementation methods:1. Create a scene Capture 2D objectDrag the object to the appropriate place.2. Create a Rendtertarget objectRender target, Material map3. Setting the properties of an Scenecap

Unreal Engine 4 C + + Ray collisions

In the game development often uses the ray collision, for instance the laser shot, needs to know clearly its centralized position, then releases the attack effect at this point.Unrea Engine 4 To do Ray collision is also very simple, the main function of the implementation is the world Linetracesingle this method, the following gives the test code. The code I tested in Thirdpersontemplate. Detects the actor

Unreal Engine 4 C + + Uclass constructors Error-prone analysis

Unreal Engine 4 C uclass Analysis of error-prone constructors Generated_body Generated_uclass_body You typically see two macros in any class of Unreal Engine 4: Generated_body () Generated_uclass_body () This is sometimes said in a tutorial:This statement is not rigo

Slicing engine for 3D printing technology (4)

[phasor_num];intIndex,indexmain,phasorindex,phasorindexleft,phasorindexright;floatMargin=lineheight;againscan:if(margin0.1) {*innerboundarystatus=false; Innerphasors=null;return; } for(indexmain=0; Indexmain!=closedset.size (); ++indexmain) {intCount=0; for(index=0; Index!=closedset[indexmain].size (); ++index) {Phasorindex=closedset[indexmain][index];if(index>0) {phasorindexleft=closedset[indexmain][index-1]; }Else{phasorindexleft=closedset[indexmain][closedset[indexmain].size ()-1]; } phasorin

Unreal Engine 4 C + + code dynamically created constraint

= Getactorlocation ();Fvector spherelocation = charlocation + fvector (0, 0, Constraintlen);Capsulerot = Capsulecomponent->getcomponentrotation ();Blocksphere->setworldlocation (spherelocation);Capsulecomponent->setsimulatephysics (TRUE);Constraintcomp->setworldlocation (spherelocation);Constraintcomp->setconstrainedcomponents (Blocksphere, Name_none, Capsulecomponent, NAME_None);}void Ananprojectcharacter::unswing (){Capsulecomponent->setsimulatephysics (FALSE);Constraintcomp->breakconstraint

Unreal Engine 4 C ++ creates a Zoom camera (source code) and unrealzoom for the role

Unreal Engine 4 C ++ creates a Zoom camera (source code) and unrealzoom for the role In the game, observing the role's camera can narrow down and pull far is a common requirement, and UE4 is easy to implement. This article uses the TopDown template as an example to explain how to implement a Zoom camera step by step. After creating the C ++ project of the TopDown template, we will get three important classe

4: Unreal Engine Network Architecture: Technical Essentials Summary

log is not seen on both the server side and the client. It will appear in the Artpawn and Artplayercontroller clients.Server function:Server Funcionn is a call from the client to help me, for example the client will say: "I'm going to perform an action and you have to make sure you respond to the event on the server side.""For example, an EXEC function is executed only on the local client, and the server side does not have the corresponding action, this time to be notified." Perform an instance

Unreal Engine 4 C ++ creates a Zoom camera for the role (source code)

Unreal Engine 4 C ++ creates a Zoom camera for the role (source code) In the game, observing the role's camera can narrow down and pull far is a common requirement, and UE4 is easy to implement. This article uses the TopDown template as an example to explain how to implement a Zoom camera step by step. After creating the C ++ project of the TopDown template, we will get three important classes. AXXXCharacte

TensorFlow Learning (4): Save the parameter naming mechanism for model Saver.save () and restore and create the handwriting recognition engine

') width = float (im.size[0]) height = float (im.size[1]) NewImage = Ima Ge.new (' L ', (+), (255)) # creates white canvas of 28x28 pixels if width > height: # Check which dimension I S bigger # Width is bigger. Width becomes pixels. nheight = Int (Round ((20.0/width * height), 0) # resize height According to ratio width if nheight = = 0: # rar e Case but minimum is 1 pixel nheight = 1 # resize and sharpen img = im.resize ((nheigh T), Image.antialias). Filter (imagefilter.sharpen) wtop

Construct a script engine using C language (4) syntax analysis

Construct a script engine using C language (4) Author: kevin_qing Please note As in the previous chapter, the syntax analysis section does not prepare to directly generate code using YACC, but only uses the analysis table generated by YACC. BNF: % Token ID if else switch goto return number string main% Token add_op mul_op assign_op cmp_op logic_op1 logic_op2% Token lparen rparen lbrace rbrace colon comma se

Unreal Engine 4 switch default camera implementation

fpostconstructinitializeproperties PCIP): Super (PCIP){Topdowncameracomponent = PCIP. createdefadefasubobject This-> rootcomponent = topdowncameracomponent;Oldactor = NULL;}Void afreecameraactor: changeviewtarget (){Aactor * pactor = This-> getworld ()-> getfirstplayercontroller ()-> getviewtarget ();If (pactor! = Oldactor){This-> getworld ()-> getfirstplayercontroller ()-> setviewtarget (oldactor );}Else{This-> getworld ()-> getfirstplayercontroller ()-> setviewtarget (this );}}Void afreecame

Unreal 4 Engine Gear VR Development primer (bottom)

VR Common Operation Interface UE4 provides a set of HMD functions in blueprint, as shown in:In addition, for gear VR, you can open the Oculus Library plugin, access the function:Common functions implement the Gear VR helmet has a touchpad on the right, and is tested to respond to its actions via the touch event in the blueprint, for example:In addition, the current VR is commonly used in the way the viewpoint interaction, need to use line of sight detection, for example:Unreal

Unreal Engine 4 reduces the frame rate of the editor

The default, open UE4 Editor, the video card will render the scene at full speed, on my machine, is 120FPS. The whole machine began to roar and the resources were too much occupied. In fact, there is absolutely no need for this, the frame rate of about 60 is enough.How to modify it, try a lot of ways, the most effective is to modify the Baseengine.ini configuration file, modify the following line:Smoothedframeraterange= (lowerbound= (type= "erangeboundtypes::inclusive", value=5), upperbound= (Ty

Unreal Engine 4 Master of Art-blueprint II Chinese version

This article is written by Cartzhang, reproduced please indicate the source. All rights reserved.Article Link: http://blog.csdn.net/cartzhang/article/details/46504583CartzhangHello, everyone.Some time ago, I was involved in translating a book written by a foreigner to UE4 's blueprint.In the efforts of everyone, finally translated finished.Hope everyone to buy and reference. Of course, if you have any questions, please feel free to contact!Directory of the BookDirectoryChapter #1 Unreal Animated

Unreal Engine 4 Blueprint Custom Events

to the right-click, add Event-in the blueprint. Custom events can specify input parameters, and can also specify whether the event can be synchronized on the client and server side.Replication has four options, which are not replicated by default, can be selected for multiplexing, run on the server, run on the client to which it belongs, and can be selected if the event needs to be routed over the network.Enter a value column to add parameters, the same type as the variable type.Let's do an exa

iOS 3D engine SceneKit Development (4)--Some questions about rotation (1)

Earth around the Sun) scnnode *earthrotationnode = [Scnnode node];[_sunnode Addchildnode:earthrotationnode];Earth-group (would contain the Earth, andThe Moon) [Earthrotationnode Addchildnode:_earthgroupnode];Rotate the Earth around the Sun cabasicanimation *animation = [Cabasicanimation animationwithkeypath:@"Rotation"];Animation. Duration=10.0;Animation. Tovalue= [Nsvalue Valuewithscnvector4:scnvector4make (0,1,0, M_PI *2)];Animation. RepeatCount= Flt_max;[Earthrotationnode addanimation:animat

[JS Master's Road] node. js template Engine Tutorials-jade and Combat 4-template reference, inheritance, plugin use

First, block module multiplexingDefine blocks that need to be reused with blockBlock followed by the name of the module, referenced once the block content will be reused oncePost-compilation results:II, inheritance template (extends)In the actual development, the site's head, the tail is generally common, we can through the Jade template inheritance (extends) function, the public part of the abstraction, and then let the different pages inherit these public parts, and inherited it can also be re

Unreal Engine 4 C + + creates custom icons for actors in the editor

Sometimes when we create a scene, a particular actor we want to give it a specific icon for easy observation. such as this:It is also very simple to implement, and you need to write C + + code:We create an actor called Amyactor, which contains a sprite (sprite), which is responsible for displaying the custom icon: the code is as follows#pragma once#include "gameframework/actor.h" #include "components/billboardcomponent.h" #include " Myactor.generated.h "/** * */uclass () class Nantopdown_api am

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