목록전체 글 (120)
skyf의 게임 개발기
https://pig-tag.tistory.com/88
TArray Levels = RzUtilLocal::GetWorld()->GetLevels(); for ( ULevel* Level : Levels ) { for ( AActor* Actor : Level->Actors ) { if ( RzUtilCommon::IsNull( Actor ) ) continue; TArray SkeletalMeshComponents; Actor->GetComponents( USkeletalMeshComponent::StaticClass(), SkeletalMeshComponents ); for ( UActorComponent* Component : SkeletalMeshComponents ) { auto* SkeletalMeshComponent = Cast( Componen..
TArray Resolutions; if ( GEngine && GEngine->GameViewport && GEngine->GameViewport->GetWindow().IsValid() ) { void* WindowHandle = GEngine->GameViewport->GetWindow()->GetNativeWindow()->GetOSWindowHandle(); HWND HWnd = static_cast( WindowHandle ); HMONITOR Monitor = MonitorFromWindow( HWnd, MONITOR_DEFAULTTONEAREST ); MONITORINFOEX MonitorInfo; MonitorInfo.cbSize = sizeof( MONITORINFOEX ); if ( ..
패키징된 실행파일 실행 런타임에 저장되고 이용되는 설정들 GameUserSettings.ini 등 은 아래 경로에 저장인된다. AppData\Local\com.프로젝트 이름\Saved\Config\
FPlatformMisc::MessageBoxExt( EAppMsgType::Ok, TEXT( "ABCD" ), TEXT( " ABCD" ) );
-----------------1---------------------- if ( GEngine && GEngine->GameViewport && GEngine->GameViewport->GetWindow().IsValid() ) { void* WindowHandle = GEngine->GameViewport->GetWindow()->GetNativeWindow()->GetOSWindowHandle(); HWND HWnd = static_cast( WindowHandle ); HMONITOR Monitor = MonitorFromWindow( HWnd, MONITOR_DEFAULTTONEAREST ); MONITORINFO MonitorInfo; MonitorInfo.cbSize = sizeof( MON..
if ( GIsPlayInEditorWorld ) return false; UGameUserSettings* GameUserSettings = UGameUserSettings::GetGameUserSettings(); if ( GRzIsPcMode && RzUtilCommon::IsSafe( GameUserSettings ) ) { GameUserSettings->SetScreenResolution( InResolution ); GameUserSettings->SetFullscreenMode( InWindowMode ); GameUserSettings->ApplySettings( false ); }
상속 받는 이유: PerformMovement 기능 오버라이딩 처리아래와 같이 상속 받아서 신규 클래스를 작성한다. UCLASS() class MYGAME_API UMyMovementComponent : public UCharacterMovementComponent{GENERATED_BODY() public:// 커스텀 기능 추가 virtual void PerformMovement(float DeltaTime) override;} #include "MyCharacter.h" AMyCharacter::AMyCharacter() { // 기본 MovementComponent를 커스텀 MovementComponent로 교체 MovementComponent = CreateDefaultSubobj..