UDCore
UDCore 1.3
UDCORE (或Unreal Directive Core )是一个开源的虚幻发动机插件,它是从地面设计的,旨在提供生活质量的功能以增强开发体验。
该插件由Dylan“ Tezenari” Amos发起,作为虚幻指令计划的一部分,旨在使虚幻引擎开发人员拥有知识和工具,以更好地允许他们构建惊人的东西。
UDCORE的哲学围绕以下各种 -
该插件将通过新功能零星更新。
有关如何安装UDCORE插件的说明。我建议在文档网站上查看快速启动页面。
可以通过市场上的插件下载器插件直接安装UDCORE。
从虚幻发动机市场安装插件下载器
启用Plugin Downloader插件
Edit - > Plugins 。Plugin Downloader并启用它。下载UDCore
转到Edit - > Plugins
单击Plugins窗口左上方的Download
在Download Plugin窗口中输入以下信息
单击Download Plugin窗口右下的Download
等待下载完成
提示时重新启动虚幻引擎编辑器
启用UDCore插件
Edit - > Plugins 。Plugin Downloader并启用它。克隆存储库:
git clone https://github.com/UnrealDirective/UDCore.git将插件复制到您的虚幻引擎项目:
Plugins目录。UDCore文件夹复制到Plugins目录中。启用插件:
Edit > Plugins 。UDCore并启用它。以下是如何使用UDCORE中的某些功能的示例。有关更多详细信息,请查看文档。
异步移动到位置:
.cpp
# include " AI/UDAT_MoveToLocation.h "
# include " GameFramework/Controller.h "
# include " GameFramework/Actor.h "
void AExampleCharacter::MovePlayerToLocation ()
{
UWorld* World = GetWorld ();
AController* Controller = GetController ();
const FVector Destination ( 100 . 0f , 200 . 0f , 300 . 0f );
constexpr float AcceptanceRadius = 100 . 0f ;
constexpr bool bDebugLineTrace = false ;
UUDAT_MoveToLocation* MoveToLocationTask = UUDAT_MoveToLocation::MoveToLocation (
World,
Controller,
Destination,
AcceptanceRadius,
bDebugLineTrace);
if (MoveToLocationTask)
{
MoveToLocationTask-> Completed . AddDynamic ( this , &ThisClass::OnMoveToLocationCompleted);
}
}
void AExampleCharacter::OnMoveToLocationCompleted ( bool bSuccess)
{
// Called when UUDAT_MoveToLocation has completed with either a success or fail.
// Add your logic here.
}包含字母:
FString StringToCheck = " Example123 "
bool bHasLetters = UUDCoreFunctionLibrary::ContainsLetters(StringToCheck);包含数字:
FString StringToCheck = " Example123 "
bool bHasNumbers = UUDCoreFunctionLibrary::ContainsNumbers(StringToCheck);过滤字符:
FString StringToCheck = " Example 123 !@# "
bool bFilterOutLetters = false ;
bool bFilterOutNumbers = false ;
bool bFilterOutSpecialCharacters = true ;
bool bFilterOutSpaces = true ;
// "Example 123 !@#" would become "Example123"
FString FilteredString = UUDCoreFunctionLibrary::FilterCharacters(
StringToCheck,
bFilterOutLetters,
bFilterOutNumbers,
bFilterOutSpecialCharacters,
bFilterOutSpaces);不是空的:
FText TextToCheck = " Example123 "
bool bIsNotEmpty = UUDCoreFunctionLibrary::IsNotEmpty(TextToCheck);视口的焦点演员:
TArray<AActor*> ActorsToFocus;
bool bFocusInstantly = true ;
// Populate ActorsToFocus with actors
UUDCoreEditorActorSubsystem::FocusActorsInViewport (ActorsToFocus, bFocusInstantly);获取所有级别的课程:
TArray<UClass*> LevelClasses = UUDCoreEditorActorSubsystem::GetAllLevelClasses();滤波器静态网眼演员:
TArray<AStaticMeshActor*> StaticMeshActors;
TArray<AActor*> ActorsToFilter;
// Populate ActorsToFilter with actors
UUDCoreEditorActorSubsystem::FilterStaticMeshActors (StaticMeshActors, ActorsToFilter);命名过滤演员:
TArray<AActor*> FilteredActors;
TArray<AActor*> ActorsToFilter;
FString ActorNameToFind = " ExampleName " ;
// Populate ActorsToFilter with actors
UUDCoreEditorActorSubsystem::FilterActorsByName (ActorsToFilter, FilteredActors, ActorNameToFind, EUDInclusivity::Include);按课堂按过滤演员:
TArray<AActor*> FilteredActors;
TArray<AActor*> ActorsToFilter;
// Populate ActorsToFilter with actors
UUDCoreEditorActorSubsystem::FilterActorsByClass (ActorsToFilter, FilteredActors, AStaticMeshActor::StaticClass(), EUDInclusivity::Include);我们欢迎贡献以增强UDCORE的功能。请按照以下步骤进行贡献:
git checkout -b feature/YourFeature )。git commit -am 'Add new feature' )。git push origin feature/YourFeature )。UDCORE已获得MIT许可证的许可。有关更多详细信息,请参见许可证文件。
为了获得支持,请访问我们的GitHub问题页面。