UDCore
UDCore 1.3
UDCORE (或Unreal Directive Core )是一個開源的虛幻發動機插件,它是從地面設計的,旨在提供生活質量的功能以增強開發體驗。
該插件由Dylan“ Tezenari” Amos發起,作為虛幻指令計劃的一部分,旨在使虛幻引擎開發人員擁有知識和工具,以更好地允許他們構建驚人的東西。
UDCORE的哲學圍繞以下各種 -
該插件將通過新功能零星更新。
有關如何安裝UDCORE插件的說明。我建議在文檔網站上查看快速啟動頁面。
可以通過市場上的插件下載器插件直接安裝UDCORE。
從虛幻發動機市場安裝插件下載器
啟用Plugin Downloader插件
Edit - > Plugins 。Plugin Downloader並啟用它。下載UDCore
轉到Edit - > Plugins
單擊Plugins窗口左上方的Download
在Download Plugin窗口中輸入以下信息
單擊Download Plugin窗口右下的Download
等待下載完成
提示時重新啟動虛幻引擎編輯器
啟用UDCore插件
Edit - > Plugins 。Plugin Downloader並啟用它。克隆存儲庫:
git clone https://github.com/UnrealDirective/UDCore.git將插件複製到您的虛幻引擎項目:
Plugins目錄。UDCore文件夾複製到Plugins目錄中。啟用插件:
Edit > Plugins 。UDCore並啟用它。以下是如何使用UDCORE中的某些功能的示例。有關更多詳細信息,請查看文檔。
異步移動到位置:
.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);包含數字:
FString StringToCheck = " Example123 "
bool bHasNumbers = UUDCoreFunctionLibrary::ContainsNumbers(StringToCheck);過濾字符:
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);視口的焦點演員:
TArray<AActor*> ActorsToFocus;
bool bFocusInstantly = true ;
// Populate ActorsToFocus with actors
UUDCoreEditorActorSubsystem::FocusActorsInViewport (ActorsToFocus, bFocusInstantly);獲取所有級別的課程:
TArray<UClass*> LevelClasses = UUDCoreEditorActorSubsystem::GetAllLevelClasses();濾波器靜態網眼演員:
TArray<AStaticMeshActor*> StaticMeshActors;
TArray<AActor*> ActorsToFilter;
// Populate ActorsToFilter with actors
UUDCoreEditorActorSubsystem::FilterStaticMeshActors (StaticMeshActors, ActorsToFilter);命名過濾演員:
TArray<AActor*> FilteredActors;
TArray<AActor*> ActorsToFilter;
FString ActorNameToFind = " ExampleName " ;
// Populate ActorsToFilter with actors
UUDCoreEditorActorSubsystem::FilterActorsByName (ActorsToFilter, FilteredActors, ActorNameToFind, EUDInclusivity::Include);按課堂按過濾演員:
TArray<AActor*> FilteredActors;
TArray<AActor*> ActorsToFilter;
// Populate ActorsToFilter with actors
UUDCoreEditorActorSubsystem::FilterActorsByClass (ActorsToFilter, FilteredActors, AStaticMeshActor::StaticClass(), EUDInclusivity::Include);我們歡迎貢獻以增強UDCORE的功能。請按照以下步驟進行貢獻:
git checkout -b feature/YourFeature )。git commit -am 'Add new feature' )。git push origin feature/YourFeature )。UDCORE已獲得MIT許可證的許可。有關更多詳細信息,請參見許可證文件。
為了獲得支持,請訪問我們的GitHub問題頁面。