AActor An AActor is an object that is meant to be part of the gameplay experience. AActors are either placed in a level by a designer or created at runtime via gameplay systems. All objects that can be placed into a level extend from this class. Examples include AStaticMeshActor, ACameraActor, and APointLight actors. AActor derives from UObject, so enjoys all of the standard features listed in the previous section. AActors can be explicitly destroyed via gameplay code (C++ or Blueprints) or via the standard garbage collection mechanism when the owning level is unloaded from memory. AActors are responsible for the high-level behaviors of your game’s objects. AActors are also the base type that can be replicated during networking. During network replication, AActors can also distribute information for any UActorComponents owned by that AActor that require network support. AActors have their own behaviors (specialization through inheritance), but they also act as containers for a hie...
1. Unreal Android quick start information. https://docs.unrealengine.com/4.26/ko/SharingAndReleasing/Mobile/Android/GettingStarted/ 언리얼 엔진 4 (UE4)로 Android 개발을 위한 컴퓨터 구성의 기본 사항을 안내합니다. 언리얼 에디터의 실행 및 패키징 기능으로 Android 디바이스에 템플릿 게임을 넣는 방법도 배워 봅니다. 이 퀵 스타트를 마치면 UE4 안에서 다음 작업을 하는 방법을 이해하게 됩니다. Android 모바일 개발용 UE4 프로젝트를 새로 만듭니다. Android 모바일 개발용 UE4 프로젝트 및 레벨을 구성합니다. UE4 레벨을 테스트 용으로 Android 디바이스에 디플로이합니다. 2. Unreal Android SDK, NDK settings. https://docs.unrealengine.com/4.26/ko/SharingAndReleasing/Mobile/Android/Setup/AndroidStudio/ 언리얼 엔진 4.25 이상은 Android Native Development Kit(NDK) 등 모든 필수적인 Android 개발 컴포넌트에 Android 스튜디오 와 함께 배포된 Android Software Development Kit(SDK) 를 사용합니다. 본 페이지에서는 Android 스튜디오를 구성하고 언리얼 엔진이 컴포넌트를 올바르게 인식하는지 확인하는 방법을 단계별로 안내드리고, NDK 설치 및 이전 엔진 빌드의 관리 문제를 해결하는 팁을 제공합니다. 3. Unreal SDK, NDK inatallation instruction youtube.
https://halisavakis.com/my-take-on-shaders-geometry-shaders/ My take on shaders: Parallax effect (Part II) By Harry Alisavakis on Monday, March 11, 2019 Welcome to the second part of the tutorial on Parallax effects! Now, initially I intended for this tutorial to only have two parts, with which I so naively open on the previous post . However, there’s probably going to be a third part on the series, the subject of which I won’t reveal now, for some dramatic tension. The subject of this part was what I initially intended to achieve and it led me to stumble upon the previous and next tutorials, for which I’m really grateful. It’s the effect that got me so excited about parallax, as I mentioned in the backstory of the previous post, and it’s the very same effect covered in that tutorial I mentioned before, but without the Shader Graph: 1 2 3 4 5 6 7 8 // Calculates UV offset for parallax bump mapping inline float2 ParallaxOffset( half h, half height, half3 vi...
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