資源簡介
這是ue4 4.22.1 engine 版本的例子。實現了通過藍圖把場景中的AStaticMeshActor和兩個動態材質實例UMaterialInstanceDynamic 傳給c++ 自定義函數參數。
并在自定義函數里面實現兩張材質的動態交替變更,其中一張材質還動態加載了本地1.png圖片,使得能動態修改AStaticMeshActor材質。這是一個可以擴展其為一個播放器的典型例子。如果1.png 是通過視頻流解碼而來,并生成texture.那就是一個典型的ue4 播放器了。本例子不是一個打開就能跑的例子。你需要先用ue4建立一個名字為a2的工程,然后用zip里面的source plugins 覆蓋你建好的工程的目錄。以達到遷移代碼的目的。注意,可能建好的材質,要拖到場景里才生效。

代碼片段和文件信息
//?Some?copyright?should?be?here...
using?UnrealBuildTool;
public?class?ff1?:?ModuleRules
{
public?ff1(ReadOnlyTargetRules?Target)?:?base(Target)
{
PCHUsage?=?ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PublicIncludePaths.AddRange(
new?string[]?{
//?...?add?public?include?paths?required?here?...
}
);
PrivateIncludePaths.AddRange(
new?string[]?{
//?...?add?other?private?include?paths?required?here?...
}
);
PublicDependencyModuleNames.AddRange(
new?string[]
{
“Core“
//?...?add?other?public?dependencies?that?you?statically?link?with?here?...
}
);
PrivateDependencyModuleNames.AddRange(
new?string[]
{
“CoreUobject“
“Engine“
“Slate“
“SlateCore“
//?...?add?private?dependencies?that?you?statically?link?with?here?...
}
);
DynamicallyLoadedModuleNames.AddRange(
new?string[]
{
//?...?add?any?modules?that?your?module?loads?dynamically?here?...
}
);
}
}
?屬性????????????大小?????日期????時間???名稱
-----------?---------??----------?-----??----
?????文件?????????585??2019-05-03?11:56??Private\ff1.cpp
?????文件????????5741??2019-05-11?21:26??Private\ff1BPLibrary.cpp
?????目錄???????????0??2019-05-11?19:31??Public\
?????文件?????????304??2019-05-03?11:56??Public\ff1.h
?????文件????????2801??2019-05-11?19:31??Public\ff1BPLibrary.h
?????文件????????1060??2019-05-03?11:56??ff1.Build.cs
?????目錄???????????0??2019-05-11?21:26??Private\
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