IMPLEMENT_SIMPLE_AUTOMATION_TEST(FPlaceholderTest, "TestGroup.TestSubgroupPlaceholder Test", EAutomationTestFlags::EditorContext | EAutomationTestFlags::EngineFilter)
bool FPlaceholderTest::RunTest(const FString& Parameters)
{
// 通过返回"真(true)"使测试通过,或者返回"假(false)"使测试失败。
return true;
}
C++ DELEGATES
This system allows you to call member functions on C++ objects in a generic, yet type-safe way.
Using delegates, you can dynamically bind to a member function of an arbitrary object, then call functions on the object, even if the caller doesnt know the object
s type.
这是可以动态的调整角色Root Motion的结果的一种技术。在UE中是以插件的方式集成。
使用该功能的动画一定要开启Root Motion
资料
- UE5 Motion Warping 原理剖析
- https://homes.cs.washington.edu/—zoran/warpage/warpage.pdf
- https://dev.epicgames.com/documentation/en-us/unreal-engine/motion-warping-in-unreal-engine?application_version=5.3
- Player Traversal Mechanics in the Vast World of Horizon Zero Dawn
My understanding of Unreal Engine 5's GameplayAbilitySystem plugin (GAS) with a simple multiplayer sample project. This is not official documentation and neither this project nor myself are affiliated with Epic Games. I make no guarantee for the accuracy of this information.
VS连接编辑器
使用vs打开ue编辑器后,可以使用death process
关闭调试,后面需要调试就使用attach process
,这里需要选择Native Code
。
蓝图调试器
蓝图异常
自动中断
- 编辑器偏好设置->通用-实验性功能->蓝图->异常时中断蓝图
- DefaultEditorPerProjectUserSettings.ini:
- [/Script/UnrealEd.EditorExperimentalSettings]
- bBreakOnExceptions=True
https://www.udemy.com/course/unreal-engine-5-gas-top-down-rpg/learn/lecture/37324564?start=525#overview
Notes
- 关闭 Live Code, 直接使用VS编译即可。
- 关闭 Automaticlly Complie Newly Added C++ Classes
- VS设置插件,在安装后需要手动设置一下uproject文件,文档。需要在商城里下载或者直接在插件中心打开。
- Create an AI Controller class
- Create a BlackBoard and Behavior Tree
- Add a Blackboard Component and Behavior Tree Component to the AI Controller
- Add a Behavior Tree to the Enemy
- Run the Behavior Tree
Behaior Tree
Enable
在Build.cs
中的PublicDependencyModuleNames
添加EnhancedInput
。
且需要在Project Setting
中确认默认的输入类型是Enhanced Input:
Core
主要有6大模块组成:
- UInputAction,输入动作,按键转换为游戏内的数值。
IA
- UInputModifier,输入修改器,对输入动作中的数值做出特定修改。
IM
- UInputTrigger,输入触发器,什么时候触发按键后的函数。
IT
- UInputMappingContext,输入映射上下文环境,绑定输入动作到按键和执行的函数。
IMC
- UEnhancedPlayerInput,输入处理,把按键关联上输入动作。
- UEnhancedInputComponent,输入组件,把输入动作关联上执行函数。
UE4
UE5
Animation
Blueprint
Character
Materials
Udemy:https://www.udemy.com/course/procedural-animation/