Copying //UE4/Dev-Documentation to Samples-Main (//UE4/Samples-Main) CL - 4860397

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#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: mitchell.wilson
#ROBOMERGE-SOURCE: CL 4860421 in //UE4/Main/...
#ROBOMERGE-BOT: CORE (Main -> Dev-Core)

[CL 4931739 by Robert Manuszewski in Dev-Core branch]
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Title:虚幻引擎API引用
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Description:虚幻引擎C++源代码的API编程引用。
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您可以在`//depot/UE4/Engine/Documentation/Builds/API-HTML.tar.gz`找到API引用。您可以将其内容解压缩到您的文档文件夹中,使之与引擎文档整合。
在该目录中同时还有CHM格式的文件。
您可以在`//depot/UE4/Engine/Documentation/Builds/CodeAPI-HTML.tgz`找到API引用。您可以将其内容解压缩到您的文档文件夹中,使之与引擎文档整合。
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Title: Brand Glossary
Description: A glossary of key terms, which are used to describe the systems, features, and tools that belong to Unreal Engine 4 (UE4).
Title: 品牌术语表
Description: 用于描述虚幻引擎4(UE4)系统、功能及功能的重要术语表。
Type: Reference
Version: 4.17
Version: 4.16
Parent:BrandGlossary
Order:1
Tags:Brand Glossary
Welcome to the Unreal Engine 4 (UE4) **Brand Glossary**. If you want to create user-facing resources for the UE4 community, this guide
helps you gain a better understanding of the terms being used to describe systems, features, and tools belonging to UE4. After reading
through this glossary, you'll also know how to properly spell and capitalize the terms we use to describe Unreal Engine.
欢迎了解虚幻引擎4(UE4) **品牌术语表**。若您希望为UE4社区创建面向用户的资源,本指南可帮助您更深入了解用于描述UE4系统、功能及工具的术语。在通读本术语表后,您还将了解如何正确拼写和大写用于描述虚幻引擎的术语。
<hr>
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##Actor
An Actor is any object that can be placed into a level. Actors are a generic Class that support 3D transformations, such as translation, rotation, and scale. Actors can be created (spawned) and destroyed through gameplay code (C++ or Blueprints). In C++, AActor is the base class of all Actors.
可放入关卡中的对象都是Actor。Actor是支持三维转换(如平移、旋转和缩放)的泛型类。可通过Gameplay代码(C++或蓝图)创建(生成)及销毁Actor。在C++中,AActor是所有Actor的基本类。
##AI Controller
##AI控制器
An AIController possesses a Pawn to represent a non-player character (NPC) in a game.
AI控制器拥有的Pawn在游戏中代表非玩家角色(NPC)。
##Animation Blueprint
##动画蓝图
An Animation Blueprint is a specialized Blueprint with graphs that control the animation of a SkeletalMesh. It can perform animation blending, directly controlling the bones of the skeleton, and outputting a final pose for a SkeletalMesh per frame.
动画蓝图是一种专业蓝图,可用图形控制骨架网格体的动画。动画蓝图可执行动画混合,并直接控制骨架的骨骼,然后输出每帧骨架网格体的最终姿势。
##Automation System
##自动化系统
The Automation System provides the ability to perform Unit Testing, Feature Testing, and Content Stress Testing, using the power of the Unreal Message Bus to increase stability. The Automation system works by performing one or more automation tests. Automation tests can be broken down into different categories depending on their purpose or function.
自动化系统能够利用虚幻消息总线执行单位测试、功能测试和内容压力测试,以增强稳定性。自动化系统通过执行一项或多项自动化测试进行工作。自动化测试可按目的或功能分为不同的类别。
@@ -1,17 +1,15 @@
INTSourceChangelist:0
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Availability: Docs
Crumbs: %ROOT%
Title: Brand Glossary
Description: A glossary of key terms, which are used to describe the systems, features, and tools that belong to Unreal Engine 4 (UE4).
Title: 品牌术语表
Description: 用于描述虚幻引擎4(UE4)系统、功能及功能的重要术语表。
Type: Reference
Version: 4.17
Parent:BrandGlossary
Order:2
Tags:Brand Glossary
Welcome to the Unreal Engine 4 (UE4) **Brand Glossary**. If you want to create user-facing resources for the UE4 community, this guide
helps you gain a better understanding of the terms being used to describe systems, features, and tools belonging to UE4. After reading
through this glossary, you'll also know how to properly spell and capitalize the terms we use to describe Unreal Engine.
欢迎了解虚幻引擎4(UE4) **品牌术语表**。若您希望为UE4社区创建面向用户的资源,本指南可帮助您更深入了解用于描述UE4系统、功能及工具的术语。在通读本术语表后,您还将了解如何正确拼写和大写用于描述虚幻引擎的术语。
<hr>
@@ -42,22 +40,22 @@ through this glossary, you'll also know how to properly spell and capitalize the
<font size = "5" color=#001940>Y</font>&nbsp;&nbsp;
<font size = "5" color=#001940>Z</font>&nbsp;&nbsp;
##Behavior Tree
##行为树
The Behavior Tree is an AIs processor. It makes decisions, and then acts on those decisions. Behavior Trees are a powerful tool for creating Artificial Intelligence in Unreal Engine 4.
行为树是一种人工智能处理器。它可做出决定,然后执行决定。行为树是在虚幻引擎4中创建人工智能的强大工具。
##Behavior Tree Editor
##行为树编辑器
The Behavior Tree Editor enables you to script Artificial Intelligence through a visual node-based system (similar to Blueprints) for Actors in your game.
在行为树编辑器中,可以通过一种可视化的基于节点脚本系统(类似于蓝图)来控制游戏中Actor的人工智能。
##Blueprint
##蓝图
Blueprints are special assets that provide an intuitive, node-based interface that can be used to create new types of Actors and script level events; giving designers and gameplay programmers the tools to quickly create and iterate gameplay from within Unreal Editor without ever needing to write a line of C++ code.
蓝图是一种特殊资源,可提供一种基于节点的直观界面,在此界面上可创建新的Actor类型和脚本关卡事件;设计人员和Gameplay程序员可利用蓝图所提供的工具在虚幻编辑器内快速创建和迭代Gameplay,而无需编写一行C++代码。
##Blueprint Editor
##蓝图编辑器
The Blueprint Editor is a node-based graph editor that acts as your primary tool for creating and editing the visual scripting node networks that make-up Blueprints.
蓝图编辑器是一款基于节点的图形编辑器,可用作创建和编辑构成蓝图的可视化脚本节点网络的主要工具。
##Brush
##笔刷
A Brush is an Actor that describes a 3D volume that is placed in a level in order to define level geometry (referred to as BSPs) and gameplay volumes.
笔刷是一种Actor,用于描述置于关卡中的三维体积,以便对关卡几何体(指BSP)和Gameplay体积进行定义。
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Title: Brand Glossary
Description: A glossary of key terms, which are used to describe the systems, features, and tools that belong to Unreal Engine 4 (UE4).
Title: 品牌术语表
Description: 用于描述虚幻引擎4(UE4)系统、功能及功能的重要术语表。
Type: Reference
Version: 4.17
Version: 4.16
Parent:
Order:
Tags:Brand Glossary
Welcome to the Unreal Engine 4 (UE4) **Brand Glossary**. If you want to create user-facing resources for the UE4 community, this guide
helps you gain a better understanding of the terms being used to describe systems, features, and tools belonging to UE4. After reading
through this glossary, you'll also know how to properly spell and capitalize the terms we use to describe Unreal Engine.
欢迎了解虚幻引擎4(UE4) **品牌术语表**。若您希望为UE4社区创建面向用户的资源,本指南可帮助您更深入了解用于描述UE4系统、功能及工具的术语。在通读本术语表后,您还将了解如何正确拼写和大写用于描述虚幻引擎的术语。
<hr>
@@ -1,17 +1,15 @@
INTSourceChangelist:0
INTSourceChangelist:3532405
Availability: Docs
Crumbs: %ROOT%
Title: Brand Glossary
Description: A glossary of key terms, which are used to describe the systems, features, and tools that belong to Unreal Engine 4 (UE4).
Title: 品牌术语表
Description: 用于描述虚幻引擎4(UE4)系统、功能及功能的重要术语表。
Type: Reference
Version: 4.17
Version: 4.16
Parent:BrandGlossary
Order:3
Tags:Brand Glossary
Welcome to the Unreal Engine 4 (UE4) **Brand Glossary**. If you want to create user-facing resources for the UE4 community, this guide
helps you gain a better understanding of the terms being used to describe systems, features, and tools belonging to UE4. After reading
through this glossary, you'll also know how to properly spell and capitalize the terms we use to describe Unreal Engine.
欢迎了解虚幻引擎4(UE4) **品牌术语表**。若您希望为UE4社区创建面向用户的资源,本指南可帮助您更深入了解用于描述UE4系统、功能及工具的术语。在通读本术语表后,您还将了解如何正确拼写和大写用于描述虚幻引擎的术语。
<hr>
@@ -42,46 +40,46 @@ through this glossary, you'll also know how to properly spell and capitalize the
<font size = "5" color=#001940>Y</font>&nbsp;&nbsp;
<font size = "5" color=#001940>Z</font>&nbsp;&nbsp;
##Camera
##摄像机
The PlayerCameraManager is the players “eyeball”, managing how it behaves. Each PlayerController typically has one of these as well. For more, see the camera workflow page.
玩家摄像机管理器是玩家的“眼睛”,并管理玩家“眼睛”的行为。通常情况下,每个玩家控制器也有一个此类型的摄像机。请参见摄像机工作流程页面,了解更多信息。
##Cascade Particle Editor
##级联粒子编辑器
The Cascade Particle Editor is a fully integrated and modular particle effects editor that offers real-time feedback and modular effects editing, allowing fast and easy creation of even the most complex effects.
级联粒子编辑器是完全集成的模块化效果粒子编辑器,可提供实时反馈和模块化效果编辑,即使最复杂的效果,也可轻松快速地创建。
##Character
##角色
A Character is a subclass of a Pawn Actor that is intended to be used as a player character. The Character subclass includes a collision setup, input bindings for bipedal movement, and additional code for movement controlled by the player.
角色是Pawn Actor的子类,被作为玩家角色使用。角色子类包括碰撞设置、双足运动的输入绑定,以及由玩家控制的运动附加代码。
##Class
##
A Class defines the behaviors and properties of a particular Actor or Object used in the creation of an Unreal Engine game. Classes are hierarchical, which means that a Class inherits information from its parent Classes (the Classes it was derived, or “sub-classed,” from) and passes that information to its children. Classes can be created in C++ code or in Blueprints.
类用于定义在创建虚幻引擎游戏中使用的特定Actor或对象的行为和属性。类分为各个层级,这意味着某个类要从其父类(衍生或派生出该类的类)获得信息,然后再将信息传递给其子项。类可用C++代码或蓝图创建。
##Class Viewer
##类查看器
Browser and picker functionality for C++ and Blueprint classes.
C++和蓝图类的浏览器和选择器功能。
##Color Picker
##取色器
The Color Picker allows you to easily adjust a color value for a color property in the Unreal Editor. You can adjust colors by the following values: RGBA (red, green, blue, alpha), HSV (hue, saturation, value), and Hex (ARGB). Alternatively you can select a color by clicking anywhere in the color wheel, by capturing the color under your mouse, or clicking anywhere on your monitor.
取色器让您可以轻松地在虚幻编辑器中调整某个颜色属性的颜色值。您可通过以下值来调整颜色:RGBA(红色、绿色、蓝色、透明)、HSV(色调、饱和度、数值)和十六进制颜色码(ARGB)。您也可以单击色环中的任意位置或者在显示器上的任意位置采集鼠标下的颜色来选择颜色。
##Component
##组件
A Component is a piece of functionality that can be added to an Actor. Components cannot exist by themselves, however when added to an Actor, the Actor will have access to functionality provided by the Component.
组件是可添加到Actor中的一个功能对象。组件可独立存在,但在将其添加到Actor后,该Actor便具有了组件所提供的功能。
##Content Browser
##内容浏览器
The Content Browser is the primary area of the Unreal Editor for creating, importing, organizing, viewing, and modifying content assets within Unreal Editor.
内容浏览器是虚幻编辑器的主要区域,用于在虚幻编辑器中创建、导入、组织、查看及修改内容资源。
##Content Cooking
##内容烘焙
Content Cooking is the process of converting content from the internal formats used by Unreal Editor, such as PNG for texture data or WAV for audio, to the formats used by each individual platform; either because the platform uses a proprietary format, does not support the format Unreal uses to store the asset, or a more memory/performance-effective format exists.
内容烘焙是将内容转换为虚幻编辑器所使用的内部格式的过程,比如将纹理数据的PNG格式或音频的WAV格式转换为各个平台所使用的格式;这是因为平台使用专有的格式,不支持虚幻引擎使用的存储资源的格式,或是因为存在一种更加节约内存或提高性能的格式。
##Controller
##控制器
Controllers are non-physical Actors that can possess a Pawn or Character to control its actions.
控制器是非物理Actor,可以拥有Pawn或角色,以控制其操作。
##Curve Editor
##曲线编辑器
The Curve Editor provides interactive editing and fine control of properties that change over time (for example, properties that make use of Distributions).
曲线编辑器提供交互式编辑功能及可随时间变化的属性微调控制(例如,利用分布数据的属性)。
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INTSourceChangelist:0
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Crumbs: %ROOT%
Title: Brand Glossary
Description: A glossary of key terms, which are used to describe the systems, features, and tools that belong to Unreal Engine 4 (UE4).
Title: 品牌术语表
Description: 用于描述虚幻引擎4(UE4)系统、功能及功能的重要术语表。
Type: Reference
Version: 4.17
Version: 4.16
Parent:BrandGlossary
Order:4
Tags:Brand Glossary
Welcome to the Unreal Engine 4 (UE4) **Brand Glossary**. If you want to create user-facing resources for the UE4 community, this guide
helps you gain a better understanding of the terms being used to describe systems, features, and tools belonging to UE4. After reading
through this glossary, you'll also know how to properly spell and capitalize the terms we use to describe Unreal Engine.
欢迎了解虚幻引擎4(UE4) **品牌术语表**。若您希望为UE4社区创建面向用户的资源,本指南可帮助您更深入了解用于描述UE4系统、功能及工具的术语。在通读本术语表后,您还将了解如何正确拼写和大写用于描述虚幻引擎的术语。
<hr>
@@ -42,14 +40,14 @@ through this glossary, you'll also know how to properly spell and capitalize the
<font size = "5" color=#001940>Y</font>&nbsp;&nbsp;
<font size = "5" color=#001940>Z</font>&nbsp;&nbsp;
##Derived Data Cache
##派生数据缓存
Manages the cache of engine-optimized data that has been derived from source assets.
管理已从源资源导出的引擎优化数据缓存。
##Details Panel
##细节面板
The Details panel contains information, utilities, and functions specific to the current selection in the viewport; such as transform edit boxes for moving, rotating, and scaling Actors, editable properties for the selected Actors, and quick access to additional editing functionality (depending on the types of Actors selected in the viewport).
细节面板包含专门针对视口中当前选项的信息、实用程序和功能;例如用于移动、旋转和缩放Actor的变换编辑框、所选Actor的可编辑属性以及可快速访问的其他编辑功能(取决于在视口中选择的Actor类型)。
##Distributions
##分布数据
Distributions are a group of data types that provide flexibility by allowing constant values, random values within a range, values interpolated along a curve, and values driven by parameters. These are generally used in properties of Particle Systems and nodes within SoundCues.
分布数据是一组数据类型,这些数据类型可以是常量值、某个范围内的随机值、沿着曲线上的插值及由参数驱动的值,从而提供了很好的灵活性。这些数据类型一般用于粒子系统属性和SoundCues节点中。
@@ -1,17 +1,15 @@
INTSourceChangelist:0
INTSourceChangelist:3532405
Availability: Docs
Crumbs: %ROOT%
Title: Brand Glossary
Description: A glossary of key terms, which are used to describe the systems, features, and tools that belong to Unreal Engine 4 (UE4).
Title: 品牌术语表
Description: 用于描述虚幻引擎4(UE4)系统、功能及功能的重要术语表。
Type: Reference
Version: 4.17
Version: 4.16
Parent:BrandGlossary
Order:5
Tags:Brand Glossary
Welcome to the Unreal Engine 4 (UE4) **Brand Glossary**. If you want to create user-facing resources for the UE4 community, this guide
helps you gain a better understanding of the terms being used to describe systems, features, and tools belonging to UE4. After reading
through this glossary, you'll also know how to properly spell and capitalize the terms we use to describe Unreal Engine.
欢迎了解虚幻引擎4(UE4) **品牌术语表**。若您希望为UE4社区创建面向用户的资源,本指南可帮助您更深入了解用于描述UE4系统、功能及工具的术语。在通读本术语表后,您还将了解如何正确拼写和大写用于描述虚幻引擎的术语。
<hr>
@@ -42,14 +40,14 @@ through this glossary, you'll also know how to properly spell and capitalize the
<font size = "5" color=#001940>Y</font>&nbsp;&nbsp;
<font size = "5" color=#001940>Z</font>&nbsp;&nbsp;
##Editor Preferences
##编辑器首选项
The Editor Preferences window is used to modify settings that control the behavior of Unreal Editor with respect to controls, viewports, source control, auto-saving, and more.
编辑器首选项窗口可修改用于控制虚幻编辑器行为的设置,包括功能按钮、视口、源控制、自动保存等。
##Environment Query Editor
##场景查询编辑器
The editor for AI-navigation environment query templates. Allows the design of queries for such things as cover and spawn points.
此编辑器可用作AI导航场景查询模板。允许设计诸如封面和生成点之类的查询。
##Environment Query System (EQS)
##场景查询系统(EQS
The Environment Query System is a feature of the Artificial Intelligence system in Unreal Engine 4 for collecting data on the environment, asking questions of the data through Tests, then returning an Item that best answers the question.
场景查询系统是虚幻引擎4中人工智能系统的特性,用于收集场景相关数据、通过测试询问数据问题,然后返回问题的最佳答案。
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INTSourceChangelist:0
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Title: Brand Glossary
Description: A glossary of key terms, which are used to describe the systems, features, and tools that belong to Unreal Engine 4 (UE4).
Title: 品牌术语表
Description: 用于描述虚幻引擎4(UE4)系统、功能及功能的重要术语表。
Type: Reference
Version: 4.17
Version: 4.16
Parent:BrandGlossary
Order:6
Tags:Brand Glossary
Welcome to the Unreal Engine 4 (UE4) **Brand Glossary**. If you want to create user-facing resources for the UE4 community, this guide
helps you gain a better understanding of the terms being used to describe systems, features, and tools belonging to UE4. After reading
through this glossary, you'll also know how to properly spell and capitalize the terms we use to describe Unreal Engine.
欢迎了解虚幻引擎4(UE4) **品牌术语表**。若您希望为UE4社区创建面向用户的资源,本指南可帮助您更深入了解用于描述UE4系统、功能及工具的术语。在通读本术语表后,您还将了解如何正确拼写和大写用于描述虚幻引擎的术语。
<hr>
@@ -42,10 +40,10 @@ through this glossary, you'll also know how to properly spell and capitalize the
<font size = "5" color=#001940>Y</font>&nbsp;&nbsp;
<font size = "5" color=#001940>Z</font>&nbsp;&nbsp;
##Foliage Instanced Meshes
##植物实例网格体
The Foliage Instanced Mesh system allows you to quickly paint or erase sets of Static Meshes on Landscape Actors, other Static Mesh Actors, and BSP. These meshes are automatically grouped together into batches that are rendered using hardware instancing; meaning, that many instances can be rendered with only a single draw call.
您可利用植物实例网格体系统快速绘制或擦除地形Actor、其他静态网格体Actor及BSP上的静态网格体集。这些网格体被自动成批分组,并使用硬件实例化渲染;意即,许多实例只能通过单个绘图调用进行渲染。
##Foliage Mode
##植物模式
The Foliage Instanced Mesh system enables you to quickly paint or erase batched sets of Static Meshes that use hardware instancing for efficient rendering on Landscape Actors, other Static Mesh Actors, and BSP geometry.
植物模式使您能够快速绘制或擦除静态网格体的批处理集,这些静态网格体使用硬件实例化来高效渲染地形Actor、其他静态网格体Actor及BSP几何体。
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INTSourceChangelist:0
INTSourceChangelist:3532405
Availability: Docs
Crumbs: %ROOT%
Title: Brand Glossary
Description: A glossary of key terms, which are used to describe the systems, features, and tools that belong to Unreal Engine 4 (UE4).
Title: 品牌术语表
Description: 用于描述虚幻引擎4(UE4)系统、功能及功能的重要术语表。
Type: Reference
Version: 4.17
Version: 4.16
Parent:BrandGlossary
Order:7
Tags:Brand Glossary
Welcome to the Unreal Engine 4 (UE4) **Brand Glossary**. If you want to create user-facing resources for the UE4 community, this guide
helps you gain a better understanding of the terms being used to describe systems, features, and tools belonging to UE4. After reading
through this glossary, you'll also know how to properly spell and capitalize the terms we use to describe Unreal Engine.
欢迎了解虚幻引擎4(UE4) **品牌术语表**。若您希望为UE4社区创建面向用户的资源,本指南可帮助您更深入了解用于描述UE4系统、功能及工具的术语。在通读本术语表后,您还将了解如何正确拼写和大写用于描述虚幻引擎的术语。
<hr>
@@ -42,22 +40,22 @@ through this glossary, you'll also know how to properly spell and capitalize the
<font size = "5" color=#001940>Y</font>&nbsp;&nbsp;
<font size = "5" color=#001940>Z</font>&nbsp;&nbsp;
##Game Mode
##游戏模式
The GameMode Class is responsible for setting the rules of the game that is being played. The rules can include how players join the game, whether or not a game can be paused, level transitions, as well as any game-specific behavior (for example, win conditions).
游戏模式类负责设置正在执行的游戏规则。规则可包括玩家如何加入游戏、是否可暂停游戏、关卡过渡,以及任何特定的游戏行为(例如获胜条件)。
##Gameplay Framework
##Gameplay框架
The basic gameplay classes include functionality for representing players, allies, and enemies; as well as for controlling these avatars with player input or AI logic. There are also classes for creating heads-up displays and cameras for players. Finally, gameplay classes such as GameMode, GameState, and PlayerState set the rules of the game. Gameplay classes also track how the game and the players are progressing.
基本的Gameplay类包括用于表示玩家、盟友和敌人的功能,以及通过玩家输入或AI逻辑控制这些化身的功能。还包括为玩家创建平视显示器和摄像机的类。总之,Gameplay类(如游戏模式、GameState及玩家状态)可用于设置游戏规则。Gameplay类还可追踪游戏和玩家的进展情况。
##GameState
The GameState contains information that you want replicated to every client in a game. Put simply, it is The State of the Game for every connected player.
GameState包含要复制到游戏中每个客户端的信息。简单而言,它表示每个联网玩家的“游戏状态”。
##Global Asset Picker
##全局资源选择器
The Global Asset Picker (Ctrl-P) is a fast-access means of editing assets or bringing them into your levels. In some ways, it is similar to the Content Browser but without limiting itself to the current folder you have selected in the Asset Tree. Not only can you pull assets specific to your game, but also anything from Engine, like lights or sound emitters. Because it offers all available assets in a list format, it is not intended to be used as means for browsing. Instead, its perfect for those moments when you know the asset (or asset type) you need and just want to quickly type part of its name into the Search Line.
全局资源选择器(Ctrl-P)是一种快速编辑资源或将资源带入您所在关卡的工具。在某些方面,它类似于内容浏览器,但不局限于您在资源树中选择的当前文件夹。您不仅可将特定资源拖放到游戏中,还可从引擎(如光源或声音发射器)选取资源。因为它以列表的形式提供所有可用的资源,所以不将其用作浏览工具。相反,在您确切清楚需要资源(或资源类型),以及想要在搜索行中快速键入部分名称时非常实用。
##Grass Tool
##草工具
A tool to densely populate the Landscape Terrain used in a forest with grass, flowers, and small rocks.
一种在森林所用地形地貌中填满花草和小岩石的工具。
@@ -1,17 +1,15 @@
INTSourceChangelist:0
INTSourceChangelist:3532405
Availability: Docs
Crumbs: %ROOT%
Title: Brand Glossary
Description: A glossary of key terms, which are used to describe the systems, features, and tools that belong to Unreal Engine 4 (UE4).
Title: 品牌术语表
Description: 用于描述虚幻引擎4(UE4)系统、功能及功能的重要术语表。
Type: Reference
Version: 4.17
Version: 4.16
Parent:BrandGlossary
Order:8
Tags:Brand Glossary
Welcome to the Unreal Engine 4 (UE4) **Brand Glossary**. If you want to create user-facing resources for the UE4 community, this guide
helps you gain a better understanding of the terms being used to describe systems, features, and tools belonging to UE4. After reading
through this glossary, you'll also know how to properly spell and capitalize the terms we use to describe Unreal Engine.
欢迎了解虚幻引擎4(UE4) **品牌术语表**。若您希望为UE4社区创建面向用户的资源,本指南可帮助您更深入了解用于描述UE4系统、功能及工具的术语。在通读本术语表后,您还将了解如何正确拼写和大写用于描述虚幻引擎的术语。
<hr>
@@ -44,4 +42,4 @@ through this glossary, you'll also know how to properly spell and capitalize the
##HUD
A HUD is a “heads-up display”, or the 2D on-screen display that is common in many games (for example, health bar, ammunition indicator, gun reticle, etc.) Each PlayerController typically has one of these.
HUD是指“抬头显视”或二维屏幕显示,在许多游戏中较为常用(例如显示血条、弹药指示器、枪准星等)。每个玩家控制器通常都配有其中一种显示。
@@ -1,17 +1,17 @@
INTSourceChangelist:0
INTSourceChangelist:3532405
Availability: Docs
Crumbs: %ROOT%
Title: Brand Glossary
Description: A glossary of key terms, which are used to describe the systems, features, and tools that belong to Unreal Engine 4 (UE4).
Title: 品牌术语表
Description: 用于描述虚幻引擎4(UE4)系统、功能及功能的重要术语表。
Type: Reference
Version: 4.17
Version: 4.16
Parent:BrandGlossary
Order:9
Tags:Brand Glossary
Welcome to the Unreal Engine 4 (UE4) **Brand Glossary**. If you want to create user-facing resources for the UE4 community, this guide
helps you gain a better understanding of the terms being used to describe systems, features, and tools belonging to UE4. After reading
through this glossary, you'll also know how to properly spell and capitalize the terms we use to describe Unreal Engine.
欢迎了解虚幻引擎4(UE4) **品牌术语表**。若您希望为UE4社区创建面向用户的资源,本指南
可帮助您更深入了解用于描述UE4系统、功能及工具的术语。在通读
本术语表后,您还将了解如何正确拼写和大写用于描述虚幻引擎的术语。
<hr>
@@ -42,30 +42,30 @@ through this glossary, you'll also know how to properly spell and capitalize the
<font size = "5" color=#001940>Y</font>&nbsp;&nbsp;
<font size = "5" color=#001940>Z</font>&nbsp;&nbsp;
##Landscape
##地形
The Landscape system enables you to create terrain for your world - mountains, valleys, uneven or sloped ground, openings for caves - and easily modify both its shape and its appearance by using a range of tools.
地形系统使您可以为世界场景创建地形——山脉、山谷、不平或倾斜的地面、洞口,且通过使用一系列工具可轻松修改其形状和外观。
##Landscape Mode
##地形模式
The Landscape system enables you to create terrain for your world - mountains, valleys, uneven or sloped ground, openings for caves - and easily modify both its shape and its appearance by using a range of tools.
地形系统使您可以为世界场景创建地形——山脉、山谷、不平或倾斜的地面、洞口,且通过使用一系列工具可轻松修改其形状和外观。
##Level
##关卡
A Level is a user defined area of gameplay. Levels are created, viewed, and modified by placing, transforming, and editing the properties of the Actors it contains. In the Unreal Editor, each Level is saved as a separate .umap file, which is also why you will sometimes see them referred to as Maps.
关卡是用户定义的Gameplay区。主要通过放置、变换及编辑Actor的属性来创建、查看及修改关卡。在虚幻编辑器中,每个关卡都被另存为单独的.umap文件,这也是您有时会看到将其称为Map的原因。
##Level Editor
##关卡编辑器
Tools for viewing and editing levels. Container for many Editor functions.
用于查看和编辑关卡的工具。容纳许多编辑器功能的容器。
##Level Sequence
##关卡序列
The Level Sequence is the “container” for your cinematic scenes and must be created in order to begin working inside the Sequencer Editor.
关卡序列是过场动画场景的“容器”,必须创建关卡序列才能在Sequencer编辑器内开始操作。
##Level Streaming
##关卡流送
The Level Streaming feature makes it possible to load and unload map files into memory as well as toggle their visibility during play. This makes it possible to have worlds broken up into smaller chunks so that only the relevant parts of the world are taking up resources and being rendered at any point. If done properly, this allows for the creation of very large, seamless levels that can make the player feel as if they are playing within a world that dwarfs them in size.
关卡流送功能可用于在内存中加载和卸载地图文件及在播放期间切换可视性。从而可以将世界场景分解成更小的数据块,这样只有世界场景的相关部分占用资源,并随时渲染。若操作适当,还可创建超大型无缝关卡,从而让玩家感觉好似在大人国的场景中玩游戏一样。
##Lightmass
Lightmass is the static global illumination system which creates lightmaps with complex light interactions, such as area shadowing and diffuse interreflection from stationary and static lights.
Lightmass是静态全局光照系统,可用于创建具有复杂光交互作用的光照图,例如区域阴影及静止和静态光的间接漫反射。
@@ -64,7 +64,7 @@ UE4 에 속하는 시스템, 피처, 툴을 설명하는 데 사용되고 있는
##Level Streaming
레벨 스트리밍 - 게임플레이 도중 맵 파일을 메모리에 로드 및 언로드하는 것은 물론 그 표시여부를 켜고 끌 수 있도록 해줍니다. 월드를 작은 조각들로 나눈 뒤 어느 시점에서든 연관성이 있는 부분만 자원을 차지하여 렌더링되도록 할 수 있습니다. 제대로 된 경우라면, 플레이어가 왜소한 느낌이 들도록 만들 수 있는 매우 커다란 심리스 레벨을 만드는 것이 가능합니다.
레벨 스트리밍 - 게임플레이 도중 맵 파일을 메모리에 로드 및 언로드하는 것은 물론 그 비저빌리티를 켜고 끌 수 있도록 해줍니다. 월드를 작은 조각들로 나눈 뒤 어느 시점에서든 연관성이 있는 부분만 자원을 차지하여 렌더링되도록 할 수 있습니다. 제대로 된 경우라면, 플레이어가 왜소한 느낌이 들도록 만들 수 있는 매우 커다란 심리스 레벨을 만드는 것이 가능합니다.
##Lightmass
@@ -1,17 +1,15 @@
INTSourceChangelist:0
INTSourceChangelist:3532405
Availability: Docs
Crumbs: %ROOT%
Title: Brand Glossary
Description: A glossary of key terms, which are used to describe the systems, features, and tools that belong to Unreal Engine 4 (UE4).
Title: 品牌术语表
Description: 用于描述虚幻引擎4(UE4)系统、功能及功能的重要术语表。
Type: Reference
Version: 4.17
Version: 4.16
Parent:BrandGlossary
Order:10
Tags:Brand Glossary
Welcome to the Unreal Engine 4 (UE4) **Brand Glossary**. If you want to create user-facing resources for the UE4 community, this guide
helps you gain a better understanding of the terms being used to describe systems, features, and tools belonging to UE4. After reading
through this glossary, you'll also know how to properly spell and capitalize the terms we use to describe Unreal Engine.
欢迎了解虚幻引擎4(UE4) **品牌术语表**。若您希望为UE4社区创建面向用户的资源,本指南可帮助您更深入了解用于描述UE4系统、功能及工具的术语。在通读本术语表后,您还将了解如何正确拼写和大写用于描述虚幻引擎的术语。
<hr>
@@ -42,38 +40,38 @@ through this glossary, you'll also know how to properly spell and capitalize the
<font size = "5" color=#001940>Y</font>&nbsp;&nbsp;
<font size = "5" color=#001940>Z</font>&nbsp;&nbsp;
##Material
##材质
A Material is an asset that can be applied to a mesh to control the visual look of the scene. At a high level, it is easiest to think of a Material as the “paint” thats applied to an object. But even that can be a bit misleading, since a Material literally defines the type of surface from which your object appears to be made. You can define its color, its shininess, its transparency, and much more.
材质是可应用于网格体以控制场景视觉效果的资源。在高关卡中,最简单的方法是把材质想象为涂在对象上的“油漆”。但是即使这样也不完全准确,因为准确地说,材质定义的是对象的表面类型。您可定义表面的颜色、光泽、透明度等等。
##Material Editor
##材质编辑器
The Material Editor provides the ability to create shaders for geometry, using a node-based graph interface.
材质编辑器利用基于节点的图形界面,提供创建几何体着色器的功能。
##Material Instance
##材质实例
Material Instances are child Materials that use parameters to change the appearance of a Material without incurring an expensive recompilation of the Material.
材质实例是子材质,使用参数来改变材质的外观,而无需对材质进行繁琐的重新编译。
##Matinee Editor
##Matinee编辑器
The Matinee animation tool provides the ability to animate the properties of Actors over time, to create either dynamic gameplay or cinematic in-game sequences. The system is based on the use of specialized animation tracks in which you can place keyframes to set the values of certain properties of the Actors in the level. The Matinee Editor is similar to the non-linear editors used for video editing, making it familiar to video professionals.
Matinee动画工具提供了对Actor属性随时间进行动画处理的功能,也提供了创建动态的Gameplay体验或游戏中过场动画序列的功能。该系统基于专用的动画轨迹,您可以在该轨迹上放置关键帧来设置关卡中Actor某些属性的值。Matinee编辑器类似于用于视频编辑的非线性编辑器,这使得视频制作专业人员对它感觉很熟悉。
##Media Framework
##媒体框架
The Media Framework enables playback of videos inside Unreal Engine.
媒体框架用于在虚幻引擎内回放视频。
##Media Player Window
##媒体播放器窗口
The Media Player Window provides playback and preview functionality for any Media Source asset.
媒体播放器窗口为所有媒体源资源提供回放和预览功能。
##Modes
##模式
Modes are tools that change the primary behavior of the Level Editor for a specialized task, such as placing new assets into the world, creating geometry brushes and volumes, painting on meshes, generating foliage, and sculpting landscapes.
模式是针对特定任务更改关卡编辑器主要行为的工具,如将新资源放入世界场景、创建几何笔刷和体积、在网格体上绘图、生成植物以及塑造地形。
##Modes Panel
##模式面板
The Modes panel provides access to the Editor Modess settings and tools.
模式面板提供了对编辑器模式设置和工具的访问。
##Module
##模块
Modules are containers for a collection of related classes that are compiled into a Dynamic-Link Library (DLL).
模块是被编译成动态链接库(DLL)的相关类集合的容器。
@@ -1,17 +1,15 @@
INTSourceChangelist:0
INTSourceChangelist:3532405
Availability: Docs
Crumbs: %ROOT%
Title: Brand Glossary
Description: A glossary of key terms, which are used to describe the systems, features, and tools that belong to Unreal Engine 4 (UE4).
Title: 品牌术语表
Description: 用于描述虚幻引擎4(UE4)系统、功能及功能的重要术语表。
Type: Reference
Version: 4.17
Version: 4.16
Parent:BrandGlossary
Order:11
Tags:Brand Glossary
Welcome to the Unreal Engine 4 (UE4) **Brand Glossary**. If you want to create user-facing resources for the UE4 community, this guide
helps you gain a better understanding of the terms being used to describe systems, features, and tools belonging to UE4. After reading
through this glossary, you'll also know how to properly spell and capitalize the terms we use to describe Unreal Engine.
欢迎了解虚幻引擎4(UE4) **品牌术语表**。若您希望为UE4社区创建面向用户的资源,本指南可帮助您更深入了解用于描述UE4系统、功能及工具的术语。在通读本术语表后,您还将了解如何正确拼写和大写用于描述虚幻引擎的术语。
<hr>
@@ -42,10 +40,10 @@ through this glossary, you'll also know how to properly spell and capitalize the
<font size = "5" color=#001940>Y</font>&nbsp;&nbsp;
<font size = "5" color=#001940>Z</font>&nbsp;&nbsp;
##Object
##对象
The base building blocks in the Unreal Engine are called Objects, containing a lot of the essential “under the hood” functionality for your game assets. Just about everything in Unreal Engine 4 inherits (or gets some functionality) from an Object. In C++, UObject is the base class of all objects; it implements features such as garbage collection, metadata (UProperty) support for exposing variables to the Unreal Editor, and serialization for loading and saving.
虚幻引擎中的基本构建块称为对象,包含游戏资源的许多基本“后台”功能。几乎虚幻引擎4中的一切都继承自对象(或从中获得部分功能)。在C++中,UObject是所有对象的基类;它可实现各种功能,例如垃圾回收、为虚幻编辑器提供披露变量的元数据(UProperty)支持,以及加载和保存的序列化等。
##Online Subsystem
##在线子系统
The Online subsystem and its interfaces exist to provide a clear abstraction to common online functionality across the available set of platforms in a given environment. Platforms in this context would refer to Steam, Xbox Live, Facebook, etc. Portability is one of the main goals of this subsystem.
在线子系统及其界面的用途是在给定场景中的一系列可用平台之间,针对常见的在线功能提供清晰的抽象画面。在此情况下,这些平台指SteamXbox LiveFacebook等。便携性是该子系统的主要目标之一。
@@ -48,4 +48,4 @@ UE4 에 속하는 시스템, 피처, 툴을 설명하는 데 사용되고 있는
##Online Subsystem
온라인 서브시스템 - 주어진 환경에서 사용할 수 있는 플랫폼 세트 전반에 걸친 공통 온라인 함수 기능에 대한 명확한 추상화를 인터페이스와 함께 제공하는 시스템입니다. 이 맥락에서의 플랫폼이란, Steam, Xbox Live, Facebook 등을 말합니다. 이 서브시스템의 주 목표 중 하나는 Portability, 이식성입니다.
온라인 서브시스템 - 주어진 환경에서 사용할 수 있는 플랫폼 세트 전반에 걸친 공통 온라인 함수 기능에 대한 명확한 추상화를 인터페이스와 함께 제공하는 시스템입니다. 여기서 플랫폼이란, Steam, Xbox Live, Facebook 등을 말합니다. 이 서브시스템의 주 목표 중 하나는 Portability, 이식성입니다.

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