ue5 小知识点 geometry script modeling

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append mesh 用着有问题,mesh会变 有时候normal变了

用Boolean union模式就行 就是速度有点慢

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ADynamicMeshActor里面自带一个pool

UDynamicMeshPool* ADynamicMeshActor::GetComputeMeshPool()
{
	if (DynamicMeshPool == nullptr && bEnableComputeMeshPool)
	{
		DynamicMeshPool = NewObject<UDynamicMeshPool>();
	}
	return DynamicMeshPool;
}


UDynamicMesh* ADynamicMeshActor::AllocateComputeMesh()
{
	if (bEnableComputeMeshPool)
	{
		UDynamicMeshPool* UsePool = GetComputeMeshPool();
		if (UsePool)
		{
			return UsePool->RequestMesh();
		}
	}

	// if we could not return a pool mesh, allocate a new mesh that isn't owned by the pool
	return NewObject<UDynamicMesh>(this);
}

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在editor状态下

如果一个level   A 用了 packed level instance B

那么A里面应该有一个packed level actor C 引用 B

在C中 有多个 instanced static mesh component

多少个 instanced static mesh component 代表B中多少种类的 static mesh actor

一个instanced static mesh component 代表 多个 同一种类的static mesh actor

 

 

如果packed level instance  有嵌套

比如A 中 有B  B中有C

那么在editor 状况下  只要获得B对应的 packed level actor ,这个actor 其实 引擎已经帮你递归了, 这个actor已经包含了全部的static mesh actor 不管 里面嵌套多少层

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蓝图中生成一个dynamic mesh的方法

1、

 记得维护这个pool 该释放释放

2、万能的

 3、ADynamicMeshActor里面自带一个pool

UDynamicMeshPool* ADynamicMeshActor::GetComputeMeshPool()
{
	if (DynamicMeshPool == nullptr && bEnableComputeMeshPool)
	{
		DynamicMeshPool = NewObject<UDynamicMeshPool>();
	}
	return DynamicMeshPool;
}


UDynamicMesh* ADynamicMeshActor::AllocateComputeMesh()
{
	if (bEnableComputeMeshPool)
	{
		UDynamicMeshPool* UsePool = GetComputeMeshPool();
		if (UsePool)
		{
			return UsePool->RequestMesh();
		}
	}

	// if we could not return a pool mesh, allocate a new mesh that isn't owned by the pool
	return NewObject<UDynamicMesh>(this);
}

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转载自blog.csdn.net/opk8848/article/details/125180848