ue4 blueprint

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UE4 Study Notes (vi): Next-generation mobile platform rendering technology

In 2014, UE4 suddenly took out 3 mobile platforms of Techdemo, respectively Soul:http://www.youtube.com/watch?v=jzgrbgb-fog Zen garden:http:// Www.youtube.com/watch?v=OK_gtNJ0Olk Rivalry:http://www.youtube.com/watch?v=jasgf9k7eyq (PC version porting) From 2012 to 2014 for three years, the computational power of the mobile GPU has increased by more than more than 10 times times from hardware Gflops view: http://kyokojap.myweb.hinet.net/gpu_gflops/ At p

Dynamictexture Data Update in UE4

Recently implemented a real-time mesh vertex animation in UE4, with a large number of vertices (hundreds of thousands of levels) The first is to create the dynamic Vertex Buffer, then each frame to update the vertex data, found that the efficiency is lower The bottleneck of efficiency is in the calculation of vertex coordinates, after all, there is a lot of Then changed to be based on vertex Texture (material in the World Position Offset) Implementati

UE4 structure array definition and access

I. Defining an array of struct bodies 1. Create a struct: first create your own custom structure: http://blog.csdn.net/liuqiqi0071/article/details/77196338 2. Create an array: Create a variable in the Blueprint class, assign the variable type to your own custom struct, and change the type of the variable to an array, refer to: http://blog.csdn.net/liuqiqi0071/article/details/ 77186167 the creation of an array of a struct of its own definition is com

[UE4] Fstring Common API

Transferred from: http://aigo.iteye.com/blog/2279808convert int or float to string:Fstring newstring = fstring::fromint (yourint); = Fstring::sanitizefloat (yourfloat); Convert fstring to char*:fstring s; char *c = *s; Convert a string to int or float:" 123.021 " ; = Fcstring::atoi (*thestring); float Myshinynewfloat = Fcstring::atof (*thestring); String cutting:Fstring A ("the"); Tarray stringarray; A.parseintoarray (Stringarray, TEXT (","false); String interception:Fstring::le

Use third-party materials to stroke objects "UE4" "C + +"

Ainteractableactor:public aactor{generated_body () public://sets default values for this actor ' s Propertiesainteractableactor ();//Called when the game is starts or when spawnedvirtual void Beginplay () override;//called E Very framevirtual void Tick (float deltaseconds) override; Ufunction (Blueprintnativeevent, blueprintcallable, Category = Interaction) void Oninteract (aactor* Caller); virtual void Oninteract_implementation (aactor* Caller), void Onbeginfocus (), void Onendfocus ();p Rivat

[Ue4] RPC, remote call

server RPC called from the client Actor ownership Not copied NetMulticast Server Client Owned by invoking Client Run on the client that executes the call Run on the client that executes the call Run on the server Run on the client that executes the call Owned by a different client Run on the client that executes the call Run on the client that executes the call Discard Run on the client that executes

Ue4 staticmesh property record

shape for software occlusion.Set to-1 and do not use this grid as a plug-in. Specifies which mesh lods to use as occluder geometry for software occlusionSet to-1 to not use this mesh as occluder Positive bounds extension positive Boundary ExtensionNegative bounds extension negative Boundary ExtensionAsset user data resourcesStores user data arrays and resources, such as udatasmithassetuserdata and uanimationmodifiersassetuserdata. Array of user data stored with the asset CollisionRetriabl

Ue4 fpaths each directory

Is_monolithicper_module_boilerplatebooltrue; TCHAR ginternalgamename[] = TEXT (""); Implement_debuggame ()Implement_foreign_ Engine_dir()#endifFpaths::rootdir ()root directory, but actually from the engine directory, that is, to find the "/engine" this paragraph to remove the previous layerBut what if there is no/engine in the engine catalog (it says it can be overloaded to a custom)?Fpaths::gamedir ()Game directory, the default is the engine directory sibling, named after the game name of the

UE4 VR mode fullscreen 4.13

Previously wrote a 4.11 version full screen, high version of useless so also not clear the situation, recently out of 4.13, just the new project to be packaged out later found that the console command fullscreen no use,Replaced by stereo on, but still no full screen, visually deduced to put the following character in the project directory/config/defaulteditorperprojectusersettings.ini inside.[/script/engine.gameusersettings]Busevsync=falseresolutionsizex=1280resolutionsizey=1024lastuserconfirmed

(Turn \ Whole) UE4 game optimization of multiplayer game optimization (quad) memory optimization

, distance distance, large map2. Scene: More style changes3, many people with screen4, there are many interactions(see here, UE + The above is directly said Fortress night is good Bai)(because of the length of the road, the path is opened directly, you crossing)Memory 2 Texturestreaming The UV scale factor of the corresponding map used in the screen size x material of the object bounds on the CPU x a scalar value that can be tweak by the fine art

UE4 Aactor Inheritance Relationship

Astaticmeshactor Ainteractivefoliageactor Atargetpoint

UE4 Project-UC Project Overview

UC Project is a foreign big capital of a UNREALENGIN4 project, why to analyze the project, because it is small enough and enough complete, unlike the official open-source UT, it is too large, and unlike other demos which only a technical point, These demos do not solve the Ue4 game engineering problems and process problems, such as the game's various menus (Main Menu/Pause menu/production staff, etc.), the switch between the levels, and even many peop

Ue4-c++ Ray capture

#include"Runtime/engine/classes/kismet/kismetmathlibrary.h"Omit most of the codevoidAmyfps_character::onmoveingorrot () {getactorlocation (); //linetracesingle_new (); if(Gengine! =nullptr) {Fhitresult hit; Auto Temp_startpos=getactorlocation (); Auto Temp_rota=getactorrotation (); Auto Temp_endpos= Frotationmatrix (Temp_rota). Getscaledaxis (EAXIS::X) *500.0f;// + //Hit .M_bodyinstance.linetrace (Hit, Temp_startpos, Temp_endpos,false,false); if(hit. Actor! = nullptr hit. Acto

3. Look, this is UE4 C + +

tabletqueue-queuetset-non-ordered set  ④ Agent: This part of Chinese is more awkward without the meaning of translation, the actual use of the time I will explainUnicast and Multicast delegatesThread-safe variants⑤ Smart pointertsharedptr,tsharedref-General traditional C + + objectstweakptr-General traditional C + + objectsTweakobjptr-uobjectTautoptr,tscopedptrTuniqueptrForgive me for being lazy and just copying, using it to know what's going on.Similar to boost:: std:: implementationsAlso Thr

UE4 iOS Packaging

First use UE4 to create a simple example of what you like to project, official, and then start your packing trip. The way to iOS As we all know, we have itunes installed. After the installation is successful, there are optional devices. When clicking on the Apple device, or the following error occurred. Anyone who believes in compiling the iOS version knows that if you want to package the project, you need a developer account.

UE4 and VS versions of the corresponding relationship

Find the UEBuildWindows.cs file that records the version of the VS compilation that this version of UE4 can use Like what 4.19.1 version public enum Windowscompiler {// Version 4.9 Public enum Windowscompiler { ///visual Studio (Visual C + + 11.0). No longer supported for building on Windows, but required for other platform Toolchains. VisualStudio2012,///Visual Studio (Visual C + + 12.0) VisualStudio2013, ///Visual Studio + + 14.0) VisualStu

UE4 Study Notes (i): Basic concepts

UE4 There are many module, gameplay part is also one or more module, each Editor is also a module search, module total 170 +, a total of three categories: Runtime, Editor, Developer Runtime This is more important than the core, Uobject, Engine core data Type Database Container Io/log uobject: The base class for all objects. Another convention in UE is that object reflects the serialized package Engine actor, which is not an actor: a collection of Comp

UE4 (vi) Assetmanager file Asset Management and animation batch Import

PS: In project management, FBX file upload, get, import and export is a very important piece of content, especially the animation FBX file import UE from Max/maya One: Unreal4 file import absolute path and relative path Usually the file is placed in the content directory, the open project will detect itself and ask the user whether to import, if it is outside this directory. We wanted to get the path when we managed to manage the files in the team and not pack them. The location of the

How to use the Ue4 to bring your own sqlitesupport

(); Database.open ("Path\\to\\file", nullptr, nullptr); //Run query where no results is returnedDatabase->execute (* (fstring::P rintf (TEXT ("Update gamesession set sessiontimeend=%s where SessionID =%s"), * (Fdatetime::now (). ToString ()), *(Fapp::getsessionid (). ToString ()))); //run query to fetch results from databaseFsqliteresultset* Nameresults =NULL; if(Database.execute (* (fstring::P rintf (TEXT ("Select * from Players where SessionID =%s;"), *SessionID)) ( nameresults)) { f

UE4 Run on owing client resolution (RPC test)

See today in the document, game guide, remote calling function, run on owning client using the remote calling function in the Blueprint , running the part on the owner of ownership, and discovering that the Add item and remove item are set to not Replicated, there is no difference from the effect of the example, and the reasons and principles of the case are analyzed below.1, first explain the reasons for the above situation, the example uses a third-

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