unreal engine实现vive手柄控制

一、steam设置

1.设置steam,在steam中安装steamvr插件

2.运行房间设置

二、unreal engine环境设置

1.进入unreal

2.设置插件

点击菜单  设置--->plugins--->input devices--->steam controller plugin 将其enable 自动重启unreal

同样在设置--->plugins--->virtual reality--->steamVR

3.设置player位置

player位置相对地面高1cm(根据视觉效果,,不配置也可),地面20,这里设置21cm.

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Unreal Engine 4 Scripting with C++ Cookbook 2016 | ISBN-10: 1785885545 | 431 pages | PDF | 7 MB Key Features A straightforward and easy-to-follow format A selection of the most important tasks and problems Carefully organized instructions to solve problems efficiently Clear explanations of what you did Solutions that can be applied to solve real-world problems Book Description Unreal Engine 4 (UE4) is a complete suite of game development tools made by game developers, for game developers. With more than 100 practical recipes, this book is a guide showcasing techniques to use the power of C++ scripting while developing games with UE4. It will start with adding and editing C++ classes from within the Unreal Editor. It will delve into one of Unreal's primary strengths, the ability for designers to customize programmer-developed actors and components. It will help you understand the benefits of when and how to use C++ as the scripting tool. With a blend of task-oriented recipes, this book will provide actionable information about scripting games with UE4, and manipulating the game and the development environment using C++. Towards the end of the book, you will be empowered to become a top-notch developer with Unreal Engine 4 using C++ as the scripting language. What you will learn Build function libraries (Blueprints) containing reusable code to reduce upkeep Move low-level functions from Blueprint into C++ to improve performance Abstract away complex implementation details to simplify designer workflows Incorporate existing libraries into your game to add extra functionality such as hardware integration Implement AI tasks and behaviors in Blueprints and C++ Generate data to control the appearance and content of UI elements
FPerformanceTesting是UE4中用于性能测试的类,其具体实现位于文件Engine\Source\Runtime\Core\Public\Misc\PerformanceTesting.h和Engine\Source\Runtime\Core\Private\Misc\PerformanceTesting.cpp中。 在PerformanceTesting.h文件中,FPerformanceTesting类定义了以下成员变量: ```c++ class FPerformanceTesting { public: static void StartRecord(); static void StopRecord(); static void SetRecordName(const FString& InRecordName); static void SetRecordFrameCount(int32 InFrameCount); static void SetRecordTargetFPS(int32 InTargetFPS); }; ``` 这些成员函数分别用于开始记录性能数据、停止记录性能数据、设置记录名称、设置记录的帧数和设置记录的目标帧率。 在PerformanceTesting.cpp文件中,FPerformanceTesting类的实现是通过在引擎循环中插入性能测试代码来获取性能数据。具体来说,它在引擎循环的开始和结束处分别插入了以下代码: ```c++ // 开始性能测试 if (FPlatformProperties::RequiresCookedData()) { FPerformanceTesting::StartRecord(); } // 引擎循环代码 // 结束性能测试 if (FPlatformProperties::RequiresCookedData()) { FPerformanceTesting::StopRecord(); } ``` 这段代码中,FPlatformProperties::RequiresCookedData()函数用于检查当前平台是否需要烘焙数据,如果需要,则开始记录性能数据,否则不进行记录。 在StartRecord()函数中,FPerformanceTesting类会创建一个FPerfAnalyze实例来记录性能数据。在StopRecord()函数中,FPerformanceTesting类会调用FPerfAnalyze实例的Stop()函数来停止记录性能数据,并将记录的性能数据保存到文件中。 在SetRecordName()、SetRecordFrameCount()和SetRecordTargetFPS()函数中,FPerformanceTesting类会设置性能测试的名称、帧数和目标帧率等参数,以便在记录性能数据时进行标识。 总的来说,FPerformanceTesting类通过在引擎循环中插入性能测试代码,来获取性能数据并保存到文件中,以便进行性能分析和优化。

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