• 青青 分享于2017-05-14 被收藏0次 0人推荐 0条评论
    Many tools provide aplug-in capability,allowing them to be extended to provide output in the format. Mesh modeling3ds Max:Windows only;commercial.Among survey respondents,3ds Max was the unanimous choice of commercial tool for object modeling with Og
  • X写意 分享于2017-03-24 被收藏0次 0人推荐 0条评论
     if you want add some platform depended code you can use this macros: PLATFORM_MACPLATFORM_WINDOWSPLATFORM_LINUXPLATFORM_IOSPLATFORM_ANDROIDWITH_EDITOR or try to use this: UGameplayStatics::GetPlatformName();  if((Target.Platform==UnrealTargetPlatfor
  • Fernando 分享于2017-03-24 被收藏0次 0人推荐 0条评论
     We usually use constraints/capsules for askeletal mesh's hit box,but how can we use our own animated collision mesh? The Physics Asset is exactly what you need.Ignore the capsule component and use the physics asset for your hit box checks. right cli
  • 唐伯虎点蚊香 分享于2017-03-04 被收藏0次 0人推荐 0条评论
     trying to extend aclass from two AClass to add some attributes and methods to it.but it compile error. UCLASS classes can not have multiple inherited classes,except for interfaces.So each UCLASS can only have one direct inherited class and as many i
  • saku 分享于2017-01-06 被收藏0次 0人推荐 0条评论
     Issue: ERROR:UBT error:Failed to produce item:G:\UE4.14\Engine\UnrealHeaderTool-Core.dll\Binaries\Win64UnrealHeaderTool failed for target'UE4Editor'(platform:Win64,module info:G:\UE4.14\Engine\Intermediate\Build\Win64\UE4Editor\DebugGame\UnrealHeade

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