02 2019 档案

摘要:首先地块超过3次采样就不显示了,shader全部编完也不行 然后流式加载的小图不好去 哎,不能用UV坐标而是用世界空间的worldpos.xz来取uv,参考全局法线 阅读全文
posted @ 2019-02-22 21:12 UnseenstoneX 阅读(155) 评论(0) 推荐(0)
摘要:TArray arr; arr.Init(0,5); for (int index = 0; index > twoArr; twoArr.Init(TArray(),3); for (int index = 0; index < twoArr.Num(); index++) { twoArr[index].Init(0,3); ... 阅读全文
posted @ 2019-02-19 19:08 UnseenstoneX 阅读(928) 评论(0) 推荐(0)
摘要:0.寻找Actor 1.获取材质球 2.获取材质球属性 3.动态设置材质球属性 3.5.创建文件夹 4.创建图片 5.图片转二维数组 6.获取地形混合图3维数组 7.动态更换地形材质球 UMaterialInterface* newMat = LoadObject<UMaterialInterfac 阅读全文
posted @ 2019-02-18 11:42 UnseenstoneX 阅读(1849) 评论(0) 推荐(0)
摘要:void FTestButtonModule::PluginButtonClicked() { GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("begin")); for (TActorIterator It(GEditor->GetEditorWorldContext().World()); It; +... 阅读全文
posted @ 2019-02-17 23:14 UnseenstoneX 阅读(472) 评论(0) 推荐(0)
摘要:FNotificationInfo NormalMapNotification( FText::Format(LOCTEXT("ImportTexture_IsNormalMap", "Texture {TextureName} was imported as a normal map"), Arg 阅读全文
posted @ 2019-02-17 21:31 UnseenstoneX 阅读(579) 评论(0) 推荐(0)