1. 程式人生 > 實用技巧 >UE4靜態網格體一些操作

UE4靜態網格體一些操作

0.頭

#include "Components/StaticMeshComponent.h"

1.定義

UPROPERTY(VisibleAnywhere, Category = Body)
UStaticMeshComponent* EnemyBody;

2.建立

EnemyBody = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Body"));

3.找

static ConstructorHelpers::FObjectFinder<UStaticMesh>CylinderObj(TEXT("'/Game/StarterContent/Shapes/Shape_Cylinder'
"));//#include "UObject/ConstructorHelpers.h" if (CylinderObj.Succeeded()) { EnemyBody->SetStaticMesh(CylinderObj.Object); }

4.設定

EnemyBody->SetRelativeScale3D(FVector(0.7f, 0.7f, 1.0f));
EnemyBody->SetRelativeLocation(FVector(0, 0, -50));
EnemyBody->SetupAttachment(RootComponent);
//EnemyBody->SetVisibility(false); wow這個方法可以控制staticmesh元件的可見哈哈哈終於找到了!

5.關於材質

5.1宣告

class UMaterialInterface* DefaultMaterial;
class UMaterialInterface* VulnerableMaterial;

5.2賦值

5.2.1從Actor例項上獲取

DefaultMaterial = EnemyBody->GetMaterial(0);

5.2.2從本地檔案獲取

static ConstructorHelpers::FObjectFinder<UMaterial>VulnerableMat(TEXT("Material'/Game/Materials/M_Enemy_Vulnerable.M_Enemy_Vulnerable'
"));

 if (VulnerableMat.Succeeded()) {
   VulnerableMaterial = Cast< UMaterialInterface>(VulnerableMat.Object);
 }

5.3使用

EnemyBody->SetMaterial(0, VulnerableMaterial);
EnemyBody->SetMaterial(0, DefaultMaterial);

以上