This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
import unreal, os, json, datetime, shutil, traceback | |
# --- Настройка: если ничего не выделено, можно вручную указать пути к blueprint'ам в формате "/Game/..." --- | |
manual_blueprint_paths = [] # пример: ["/Game/PlayerCharacter/BP_SYNXRCharacter"] | |
# --- Утилиты --- | |
def get_generated_class_from_blueprint(bp): | |
path = bp.get_path_name() | |
if "." in path: | |
base, name = path.rsplit(".", 1) |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
void AVRPlayerCharacter::BeginPlay() | |
{ | |
Super::BeginPlay(); | |
// Инициализируем начальные позиции контроллеров | |
LastLeftControllerPos = LeftMotionController ? | |
LeftMotionController->GetRelativeLocation() : FVector::ZeroVector; | |
LastRightControllerPos = RightMotionController ? | |
RightMotionController->GetRelativeLocation() : FVector::ZeroVector; |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
import unreal | |
import os | |
# Путь к Skeletal Mesh в Content Browser | |
skeletal_mesh_path = "/Game/EXTContent/Characters/Mannequins/Meshes/SKM_Manny" | |
output_path = "D:/bone_transforms_SKM_Manny.txt" | |
# Загружаем Skeletal Mesh | |
skeletal_mesh = unreal.EditorAssetLibrary.load_asset(skeletal_mesh_path) |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// Synorion. All Rights Reserved. | |
#include "PlayerCharacter/Components/VRCharacterMovementComponent.h" | |
#include "PlayerCharacter/VRCharacterDataAsset.h" | |
#include "Camera/CameraComponent.h" | |
#include "Engine/Engine.h" | |
#include "GameFramework/Pawn.h" // для PawnOwner | |
void UVRCharacterMovementComponent::HandleMovementInput( | |
const FVector2D& InputVector, |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#include "Player/Components/VRCameraCalibrationComponent.h" | |
#include "GameFramework/Character.h" | |
#include "TimerManager.h" | |
#include "Camera/CameraComponent.h" | |
#include "Components/SceneComponent.h" | |
#include "Engine/World.h" | |
// Опционально объявляем лог-категорию, чтобы отделять логи компонента | |
DEFINE_LOG_CATEGORY_STATIC(LogVRCameraCalibrationComponent, All, All); |