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[UE4]C++代码操作SplineMesh

Posted on 2017-10-25 11:57  Bill Yuan  阅读(1530)  评论(0编辑  收藏  举报

转自:http://aigo.iteye.com/blog/2279503

void ARaceSpline::OnConstruction(const FTransform& Transform)  
{  
    for (int32 i = 0; i < mSplineComponent->GetNumSplinePoints() - 1; i++)  
    {  
        USplineMeshComponent* SplineMesh = ConstructObject<USplineMeshComponent>(USplineMeshComponent::StaticClass(), this);  
  
        SplineMesh->bCreatedByConstructionScript = true;  
        SplineMesh->SetMobility(EComponentMobility::Movable);  
        SplineMesh->AttachParent = mSplineComponent;  
  
        //Set the color!  
        UMaterialInstanceDynamic* dynamicMat = UMaterialInstanceDynamic::Create(mSplineMeshMaterial, NULL);  
        dynamicMat->SetVectorParameterValue(TEXT("Color"), FLinearColor(mSegments[i].mColor));  
  
        SplineMesh->bCastDynamicShadow = false;  
        SplineMesh->SetStaticMesh(mGridMesh);  
        SplineMesh->SetMaterial(0, dynamicMat);  
  
        //Width of the mesh   
        SplineMesh->SetStartScale(FVector2D(50, 50));  
        SplineMesh->SetEndScale(FVector2D(50, 50));  
  
        FVector pointLocationStart, pointTangentStart, pointLocationEnd, pointTangentEnd;  
        mSplineComponent->GetLocalLocationAndTangentAtSplinePoint(i, pointLocationStart, pointTangentStart);  
        mSplineComponent->GetLocalLocationAndTangentAtSplinePoint(i + 1, pointLocationEnd, pointTangentEnd);  
  
        SplineMesh->SetStartAndEnd(pointLocationStart, pointTangentStart, pointLocationEnd, pointTangentEnd);  
    }  
  
    RegisterAllComponents();  
}