10 2017 档案

重命名UE4项目
摘要:Hi! Thanks for your patience - I wanted to check with an engineer and also run through these steps for renaming a C++ project. T... 阅读全文

posted @ 2017-10-31 21:28 仗帅闯江湖 阅读(203) 评论(0) 推荐(0)

UE4 Pawn AI寻路
摘要:1.在场景中扩大地面到20倍。 2.添加NavMeshBoundsVolume,限定寻路范围,将Scale调大至(80,80,20)。 3.在.Build.cs中添加AIModule,结果如下: PublicDependencyModuleNames... 阅读全文

posted @ 2017-10-30 21:17 仗帅闯江湖 阅读(222) 评论(0) 推荐(0)

UE4——查找指定类型或名称的Actor对象
摘要:查找名称Target,类型Actor的对象。并在屏幕中显示结果 额外的引用: #include #include #include #include 实现代码: TActorIterator actorItr = TActorIterator(GetWo... 阅读全文

posted @ 2017-10-25 15:52 仗帅闯江湖 阅读(1364) 评论(0) 推荐(0)

unity 替换渲染 ( Rendering with Replaced Shaders )
摘要:官方文档:file:///C:/Program%20Files/Unity/Editor/Data/Documentation/en/Manual/SL-ShaderReplacement.html 圣典文档:http://www.ceeger.com/C... 阅读全文

posted @ 2017-10-18 11:33 仗帅闯江湖 阅读(137) 评论(0) 推荐(0)

Unity Shaderlab: Object Outlines
摘要:One of the simplest and most useful effects that isn’t already present in Unity is object outlines. Screenshot from Left 4 Dead. ... 阅读全文

posted @ 2017-10-13 17:56 仗帅闯江湖 阅读(55) 评论(0) 推荐(0)

生命周期
摘要:Execution Order of Event Functions In Unity scripting, there are a number of event functions that get executed in a predeter... 阅读全文

posted @ 2017-10-12 14:41 仗帅闯江湖 阅读(81) 评论(0) 推荐(0)

Unity内置事件
摘要:Awake当前控制脚本实例被装载的时候调用。一般用于初始化整个实例使用。Start当前控制脚本第一次执行Update之前调用。Update每帧都执行一次。这是最常用的事件函数。FixedUpdate每固定帧绘制时执行一次,和update不同的是FixedUpd... 阅读全文

posted @ 2017-10-12 14:27 仗帅闯江湖 阅读(86) 评论(0) 推荐(0)

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