Unreal Engine: Difference between revisions
From Andreida
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* [http://gryllus.net/Blender/3D.html Blender 3D Design Course] |
* [http://gryllus.net/Blender/3D.html Blender 3D Design Course] |
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* Export Options: |
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** Forward: Y Forward |
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** Up: Z up |
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* Changing the object's origin to its bottom: |
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** Switch to Edit Mode if needed (Tab). With vertex selection on, choose the center vertex in the bottom. Press Shift+S and choose '''Cursor to Selected'''. The 3D cursor will move to the selected vertex. Deselect all and switch to Object Mode (Tab). |
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** In Tools choose '''Set Origin''' and then '''Origin to 3D Cursor'''. |
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** Make sure the object's coordinates are set to 0,0,0. Now the object should be placed properly on the XY plane. |
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= C++ = |
= C++ = |
Revision as of 12:33, 11 March 2016
Currently using UE4 (4.10.4)
Links
Blender
- Export Options:
- Forward: Y Forward
- Up: Z up
- Changing the object's origin to its bottom:
- Switch to Edit Mode if needed (Tab). With vertex selection on, choose the center vertex in the bottom. Press Shift+S and choose Cursor to Selected. The 3D cursor will move to the selected vertex. Deselect all and switch to Object Mode (Tab).
- In Tools choose Set Origin and then Origin to 3D Cursor.
- Make sure the object's coordinates are set to 0,0,0. Now the object should be placed properly on the XY plane.
C++
Variable names
If you want to use real variable names but have nice names in the UE editor too, then use meta/DisplayName
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, Meta = (DisplayName = "First Person Camera Component") ) UCameraComponent* m_pFirstPersonCameraComponent;
Logging
In game output of your logging, like chat text:
if (GEngine) { GEngine->AddOnScreenDebugMessage(-1, 5, FColor::Blue, TEXT("AFPSCharacter is being used") ); }
bool log(FString sText) const; bool AYourActor::log(FString sText) const { if (GEngine) { GEngine->AddOnScreenDebugMessage(-1, 5, FColor::Blue, sText); return true; } else return false; }
Misc
Source control
The minimum you have to put under source control:
/Config /Content /Source Project.uproject