unreal-engine4

Improving speed with Ray-cast in UE4

假如想象 提交于 2019-12-13 03:55:18
问题 I am currently developing a lidar sensor model using Ray-cast. A 16 channel sensor rotating at 10Hz should produce 300000 points. I can use 300000 Ray-cast operations to get this result but the performance is very weak (frame rate falls to 8 when motion is given to the sensor). Is there any other better way or algorithms I can use? Requirement : To scan 360 degrees: Horizontal -25 to 15 degrees: Vertical 300000 scans Here is what I'm using: for (auto i = 0u; i < 3125; ++i){ for (auto Channel

Handle gziped content generated by Unreal

不想你离开。 提交于 2019-12-12 04:08:14
问题 I just finished to pack a game made in Unreal4 for HTML5. I obtained several gziped files that I need to upload to make it work on my website so I can test the project. The thing is, I'm new with this type of content. I've searched through the engine documentation but didn't found nothing about how to upload and use the files on a website. Does anyone have any tip or any kind of material that I can read about it to start the implementation? Thanks in advance for the help. Files generated by

How to fix 'symbol lookup error' in my Unreal project?

别等时光非礼了梦想. 提交于 2019-12-11 15:36:22
问题 I'm trying to write an Actor in Unreal Engine C++, that gets texture data from a render target. I have an Actor class: #include "RenderActor.h" #include "Engine.h" #include <stdio.h> // Sets default values ARenderActor::ARenderActor() { // Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it. PrimaryActorTick.bCanEverTick = true; UE_LOG(LogTemp, Warning, TEXT("Init RenderActor\n")); } // Called when the game starts or when spawned void

How to call a function from c++ to a widget blueprint in Unreal Engine

╄→гoц情女王★ 提交于 2019-12-11 14:37:39
问题 How can i call a c++ variable inside a blueprint. I have created a widget blueprint and i have to display a variable value in a text block inside that blueprint. The variable is obtained from c++. Is it possible.? Please help..... 回答1: Use the UPROPERTY macro to specify properties for the next variable you declare. In this case you may want to use the BlueprintReadOnly property. So if your variable declaration looks like this: int widgetValue You have to add this: UPROPERTY(BlueprintReadOnly)

Service Fabric can't connect to guest executable on UDP (Unreal Engine Server)

六眼飞鱼酱① 提交于 2019-12-11 07:06:37
问题 I'm trying to deploy Unreal Server guest executable to Service Fabric. I've been fallowing this blog post: http://haishibai.blogspot.com/2017/03/setting-up-highly-available-minecraft.html Except I'm not using containers and use Windows based service. On local cluster everything works. I can connect from client to deployed server. When trying to connect to remote server, I can't connect to it. When looking at my service fabric managment page It seems like my server process is working (it have

How do you display a list of methods with UnrealEngine4 on Mac using Xcode?

∥☆過路亽.° 提交于 2019-12-11 04:35:04
问题 For some reason when I type out Get-... I do not see a list of available functions. Instead I get a list of already written or used functions/data members. Additionally, when I mouse over a written function (such as GetOwner for example) I do not get a description of what the method does or returns. I'm pretty new to Xcode and Unreal Engine4 and I'm currently taking an online tutorial through Udemy. Just not quite sure how to get the two environments to communicate with each other well. Here

Determine if point is in frustum

六月ゝ 毕业季﹏ 提交于 2019-12-11 04:15:08
问题 I'm trying to work out the best way to determine whether a point is inside a frustum. I have something working, but not sure whether it is too cumbersome, and perhaps there is a more elegant / efficient way I should be doing this. Suppose I want to find out whether point 'x' is inside a frustrum: Once I have the locations of the 8 points of the frustrum (4 near points, four far points), I am calculating the normal for each plane of the frustum based on a triangle made from three of the points

UE4: output game frames to file

坚强是说给别人听的谎言 提交于 2019-12-07 12:32:02
问题 This applies to Unreal Engine 4.9 Each frame, I'd like to save it to file (overwriting the existing one). For a simple D3D11 demo that I have made, I've been able to do this with: void Engine::CaptureFrame(D3DX11_IMAGE_FILE_FORMAT format, const LPCTSTR fileName){ backbuffer->GetResource(&resource); ID3D11Texture2D* texture; HRESULT hResult = resource->QueryInterface(__uuidof(ID3D11Texture2D), reinterpret_cast<LPVOID*>(&texture)); D3DX11SaveTextureToFile(deviceContext, texture, format,

Steamworks checking if a user is logged in

倾然丶 夕夏残阳落幕 提交于 2019-12-07 11:04:00
问题 So the code that I've been using to get a user's Steam ID is: CSteamID uid = SteamUser()->GetSteamID(); uint64 pid = uid.ConvertToUint64(); std::ostringstream sin; sin << pid; std::string s = sin.str(); return s.c_str(); This works just fine, but when a user is not logged into Steam, this crashes. Access violation - code c0000005 (first/second chance not available) Does Steam provide a function that I can use to check if the user is logged in before running code that depends on the user being

How to read data from a UTexture2D in C++

£可爱£侵袭症+ 提交于 2019-12-06 09:36:57
问题 I am trying to read the pixel data from a populated UTexture2D in an Unreal Engine C++ project. Before I post the question here, I tried to use the method described in this link: https://answers.unrealengine.com/questions/25594/accessing-pixel-values-of-texture2d.html. However, it doesn't work for me. All pixel values I got from the texture are some garbage data. I just want to get the depth values from the SceneCapture2D and a post-processing material that contains SceneTexture: Depth node.