Skip to content

Instantly share code, notes, and snippets.

View nobolu-ootsuka-unrealengine's full-sized avatar

nobolu.ootsuka.unrealengine@gmail.com nobolu-ootsuka-unrealengine

View GitHub Profile
@nobolu-ootsuka-unrealengine
nobolu-ootsuka-unrealengine / nobolu.ootsuka.unrealengine_Gist_00100_Setup.bat
Created February 27, 2017 17:26
nobolu.ootsuka.unrealengine_Gist_00100_Setup.bat
@echo off
setlocal
pushd %~dp0
rem Sync the dependencies...
.\Engine\Binaries\DotNET\GitDependencies.exe --prompt %*
if ERRORLEVEL 1 goto error
rem Setup the git hooks...
if not exist .git\hooks goto no_git_hooks_directory
@nobolu-ootsuka-unrealengine
nobolu-ootsuka-unrealengine / Unreal_Engine_README_JPN.md
Created March 6, 2017 09:03
Unreal Engine ./README.md の 日本語訳 

ーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーー ーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーー ーーーーーーーーーーーーーーーーーーーーーーーーーーーーーー

  • -------------------------------------------------------------------------------------- Unreal Engine ./README.md の 日本語訳 ーーーーーーーーーーーーーーーーーーーーーーーーーーー ーーーーーーーーーーーーーーーーーSTART

ーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーー ーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーーー ーーーーーーーーーーーーーーーーーーーーーーーーーーーーーー

  • Unreal Engineすべてのバージョン■UE3 - - - UE4 README.md =============

  • Unreal Engineのソースコードへようこそ! -------------------------------------------------- ------ C ++のHello Unreal Engineコードビルド!!! -------------------------------------------------- -----

@nobolu-ootsuka-unrealengine
nobolu-ootsuka-unrealengine / windows_contrall_explorer_exe_restart.bat
Last active March 8, 2017 05:48
windows_contrall_explorer_exe_restart.bat
:: ******************************
::
::explorer_restart.bat
::
:: http://info-cache.com
::http://pc-kaden.net
:: ******************************
taskkill /f /im explorer.exe
start explorer.exe
Shader "Custom/SkyBox6sided-simple" {
Properties {
_Tint ("Tint Color", Color) = (.5, .5, .5, .5)
[Gamma] _Exposure ("Exposure", Range(0, 8)) = 1.0
_Rotation ("Rotation", Range(0, 360)) = 0
//_SkyBlend ("Blend", Range(0.0, 1.0)) = 0.0
[NoScaleOffset] _FrontTex_01 ("Front_01 [+Z] (HDR)", 2D) = "grey" {}
[NoScaleOffset] _BackTex_01 ("Back_01 [-Z] (HDR)", 2D) = "grey" {}
[NoScaleOffset] _LeftTex_01 ("Left_01 [+X] (HDR)", 2D) = "grey" {}
Shader "Custom/SkyBoxBlend" {
Properties {
_Tint ("Tint Color", Color) = (.5, .5, .5, .5)
[Gamma] _Exposure ("Exposure", Range(0, 8)) = 1.0
_Rotation ("Rotation", Range(0, 360)) = 0
_SkyBlend ("Blend", Range(0.0, 1.0)) = 0.0
[NoScaleOffset] _FrontTex_01 ("Front_01 [+Z] (HDR)", 2D) = "grey" {}
[NoScaleOffset] _BackTex_01 ("Back_01 [-Z] (HDR)", 2D) = "grey" {}
[NoScaleOffset] _LeftTex_01 ("Left_01 [+X] (HDR)", 2D) = "grey" {}
@nobolu-ootsuka-unrealengine
nobolu-ootsuka-unrealengine / FragmentWithSurface.shader
Created March 25, 2019 20:57 — forked from shop-0761/FragmentWithSurface.shader
Fragment と surface を一緒に使うやつ
Shader "Custom/fragmentWithSurface" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader {
Tags { "RenderType"="Opaque" }
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
namespace UnrealBuildTool.Rules
{
public class MyPlugin : ModuleRules
{
public MyPlugin(ReadOnlyTargetRules Target) : base(Target)
{
PublicIncludePaths.AddRange(
new string[] {
#include "CoreMinimal.h"
#include "Modules/ModuleManager.h"
#include "../Public/MyPlugin.h"
#include "MyPluginStyle.h"
#include "LevelEditor.h"
#include "MultiBox/MultiBoxBuilder.h"
#include "Textures/SlateIcon.h"
#include "Editor/MainFrame/Public/Interfaces/IMainFrameModule.h"
#include "SWindow.h"
#include "SlateApplication.h"
#pragma once
#include "UnrealEd.h"
#include "SlateStyle.h"
#define IMAGE_BRUSH( RelativePath, ... ) FSlateImageBrush(RootToContentDir(RelativePath, TEXT(".png")), __VA_ARGS__)
class FMyPluginStyle : public FSlateStyleSet
{
public:
FMyPluginStyle()
: FSlateStyleSet("MyPluginStyle")
{
@nobolu-ootsuka-unrealengine
nobolu-ootsuka-unrealengine / UE4_Python_Asset_SkeletalMesh_Importer.py
Created June 15, 2019 04:48
UE4_Python_Asset_SkeletalMesh_Importer.py
import unreal
# FBXインポート時の設定
mesh_data = unreal.EditorAssetLibrary.find_asset_data(task.destination_path + task.destination_name)
mesh = mesh_data.get_asset()
mesh.skeleton
op = unreal.FbxImportUI()
op.import_materials = True # マテリアルもインポート