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Showing posts from February, 2018

Optimization Help Volume(C++ modification)

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Unreal Engine 4 has a lot of features to help you optimize. But some features may be needed to optimize a specific area. In this post, let's create a volume that calculates the sum of the vertices of the Actor contained in itself. Maybe it will help to optimize the building or grassland area. Implementation C ++ code work is required. OptimizationHelpVolume.h // Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "GameFramework/Volume.h" #include "OptimizationHelpVolume.generated.h" /** * Shows information related to optimization of all actors in the volume. */ UCLASS() class TEST01_API AOptimizationHelpVolume : public AVolume { GENERATED_UCLASS_BODY() public: UPROPERTY(VisibleInstanceOnly, Category = "Optimization" , Transient) int TotalVertexCount; protected: virtual void PostEditMove ( bool bFinished); virtua

Actor with time management(C++ modification)

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You may need to display the time actor was created and the time it was changed. If several people are working together, you will need it more. Implementation C ++ code work is required. ActorWithTimeManagement.h // Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "ActorWithTimeManagement.generated.h" UCLASS() class TEST02_API AActorWithTimeManagement : public AActor { GENERATED_BODY() public: // Sets default values for this actor's properties AActorWithTimeManagement(); UPROPERTY() FDateTime BirthTime; UPROPERTY() FDateTime LastModifiedTime; UPROPERTY(VisibleInstanceOnly, Category = "Time" , Transient) FString Birth; UPROPERTY(VisibleInstanceOnly, Category = "Time" , Transient) FString Modified; UPROPERTY(VisibleInstanceOnly, Category = "Time"