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#lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3725068 by Kimio.Yasuda Fixed typo Change 3809004 by Tim.Hobson mesh Distance Field missing updates for cms copy. 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3855470 by Kimio.Yasuda Fixed line alignment Change 3855471 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3855479 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3855492 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3856665 by Joe.Conley Deleting old misnamed file (.PN.udn instead of .JPN.udn) Change 3856858 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3856863 by Masayo.Kondo #loc UE4DocJpn File updated againstINTSourceChangelist:3801260 Change 3856865 by Kimio.Yasuda Updated file agaisnt INTSourceChangelist:3782314 Change 3856869 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3856957 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3856981 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3856984 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3856987 by Kimio.Yasuda Updated file against 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Change 3859738 by Masayo.Kondo Fixed line spaces to match structure Change 3859740 by Masayo.Kondo Fixed lines and spaces in programming section Change 3859747 by Masayo.Kondo Fixed lines in programming section Change 3859755 by Masayo.Kondo Fixed lines in programming section Change 3859756 by Masayo.Kondo Fixed lines in programming section Change 3859757 by Masayo.Kondo Fixed lines in programming section Change 3859759 by Masayo.Kondo Fixed lines in programming section Change 3859768 by Masayo.Kondo Fixed lines in programming section Change 3859769 by Masayo.Kondo Fixed lines in programming section Change 3859774 by Masayo.Kondo Fixed lines in programming section Change 3859776 by Masayo.Kondo Fixed lines in programming section Change 3859778 by Masayo.Kondo Fixed lines in programming section Change 3859780 by Masayo.Kondo Fixed lines in programming section Change 3859783 by Kimio.Yasuda Updated file against INTSourceChecklist:3108692 Change 3859786 by Kimio.Yasuda Updated file 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section Change 3859824 by Masayo.Kondo Fixed line spaces in programming section Change 3859825 by Masayo.Kondo Fixed line spaces in programming section Change 3859828 by Masayo.Kondo Fixed line spaces in programming section Change 3859829 by Masayo.Kondo Fixed line spaces in programming section Change 3859831 by Masayo.Kondo Fixed line spaces in programming section Change 3859835 by Masayo.Kondo Fixed line spaces in programming section Change 3859841 by Masayo.Kondo Fixed "Bookmark"to bookmark Change 3859845 by Masayo.Kondo Fixed line spaces in programming section Change 3859864 by Kimio.Yasuda Fixed structure for migration Change 3861599 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3861603 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3861687 by Kimio.Yasuda Fixed linkage path Change 3861689 by Kimio.Yasuda Remove extra line to match migration structure Change 3861694 by Kimio.Yasuda Fixed structure for migration Change3861697by Kimio.Yasuda Fixed structure for migration Change 3861700 by Kimio.Yasuda Fixed structure for migration Change 3861702 by Kimio.Yasuda Fixed structure for migration Change 3861712 by Kimio.Yasuda Updated file agaistn INTSourceChangelist:3810557 Change 3861717 by Kimio.Yasuda Fixed structure for migration Change 3861765 by Kimio.Yasuda Removed extra index space Change 3861766 by Kimio.Yasuda Fixed structure for migration Change 3861771 by Kimio.Yasuda Anothre structure fix for migration Change3861776by Kimio.Yasuda Fixed structure for migration Change 3861778 by Kimio.Yasuda Fixed structure for migration Change 3861784 by Kimio.Yasuda Updated file against INTSourceChangelist:3746172 Change 3861785 by Kimio.Yasuda Updated file agaisnt INTSourceChangelist:3746172 Change 3861788 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3861795 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3861797 by Kimio.Yasuda Updated file against 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INTSourceChangelist:3108692 Change 3861895 by Kimio.Yasuda Fixed structure for migration Change 3861898 by Kimio.Yasuda Fixed structure for migration Change 3861900 by Kimio.Yasuda Fixed structure for migration Change 3861901 by Kimio.Yasuda Fixed structure for migration Change 3861903 by Kimio.Yasuda Fixed structure for migration Change 3861906 by Kimio.Yasuda Fixed structure for migration Change 3861908 by Kimio.Yasuda Fixed structure for migration Change 3861910 by Kimio.Yasuda Fixed structure for migration Change 3861911 by Kimio.Yasuda Fixed structure for migration Change 3861913 by Kimio.Yasuda Added tag Change 3861914 by Kimio.Yasuda Fixed structure for migration Change 3861915 by Kimio.Yasuda Added tag Change 3861917 by Kimio.Yasuda Fixed structure for migration Change3861919by Kimio.Yasuda Fixed structure for migration Change 3861920 by Masayo.Kondo #loc UE4DocJpn File updated against 3810467 fixed image file sections for migration Change 3861922 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3861929 by Masayo.Kondo #loc UE4DocJpn File updated against 3810467 Change 3861940 by Kimio.Yasuda Updated file against INTSourceChangelist:3108692 Change 3861947 by Kimio.Yasuda Updated structure only for migration (translation partially not completed) Change 3861950 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3861951 by Kimio.Yasuda Inserted a line to fix structure for migration Change 3861954 by Kimio.Yasuda Fixed structure for migration Change 3861955 by Kimio.Yasuda Added hyphen for type Change 3861957 by Kimio.Yasuda Fixed structure for migration Change 3861958 by Kimio.Yasuda Inserted a line to fix structure for migration Change 3861965 by Masayo.Kondo Fixed spaces for migration Change 3861997 by Masayo.Kondo Checked structure for migration Change 3862001 by Masayo.Kondo Fixed for migration Change 3862008 by Masayo.Kondo Fixed for migration Change 3862014 by Masayo.Kondo Fixed for migration Change 3862016 by Masayo.Kondo Fixed for migration Change 3862019 by Masayo.Kondo Fixed for migration Change 3862029 by Masayo.Kondo #loc UE4DocJpn File updated against INTSourceChangelist:3108692 Change 3862034 by Masayo.Kondo Fixed for migration Change 3862037 by Masayo.Kondo Fixed for migration Change 3862039 by Masayo.Kondo Fixed for file migration Change 3862049 by Kimio.Yasuda Fixed format Change 3862051 by Kimio.Yasuda Fixed structure for migration Change 3864073 by Masayo.Kondo Fixed for migration Change 3864086 by Masayo.Kondo Fixed spaces and lines Change 3864088 by Kimio.Yasuda Fixed structure for migration Change 3864101 by Masayo.Kondo Put a space between version and 4.9. Change 3864114 by Kimio.Yasuda Updated file against INTSourceChangelist:3108692 Change 3864115 by Kimio.Yasuda Fixed version "V" to capital letter Change 3864116 by Masayo.Kondo Fixed spaces between version and 4.9 and lines Change 3864117 by Kimio.Yasuda Fixed version number Change 3864127 by Kimio.Yasuda Minor adjustment for migration Change 3864133 by Masayo.Kondo Checked structure but only a difference found is a space between description: E has a space which usually do not Change 3864192 by Kimio.Yasuda Updated file against INTSouceChangelist :3782314 Change 3864193 by Masayo.Kondo Fixed for migration Change 3864216 by Masayo.Kondo Checked for structure Change 3864221 by Kimio.Yasuda Fixed typo Change 3864222 by Kimio.Yasuda Minor line adjustment for migration Change 3864226 by Masayo.Kondo Checked for structure Change 3864233 by Masayo.Kondo Checked for structure Change 3864244 by Masayo.Kondo Fixed lines and spaces Change 3864249 by Masayo.Kondo Fixed :-- section| Change 3864296 by Kimio.Yasuda Minor structure adjustment for migration Change 3864322 by Kimio.Yasuda Updated file agaisnt INTSourceChangelist:3780178 Change 3864355 by Kimio.Yasuda Updated file against INTSourceChangelist:3717050 Change 3864358 by Kimio.Yasuda Fixed typo Change 3864383 by Masayo.Kondo Updated for migration Change 3864384 by Masayo.Kondo Updated for migration Change 3864408 by Kimio.Yasuda Added translation Change 3864420 by Masayo.Kondo Fixed line spaces Change 3864426 by Kimio.Yasuda Added translation Change 3864429 by Masayo.Kondo Updated for migration Change 3864431 by Masayo.Kondo Fixed line spaces Change 3864435 by Masayo.Kondo Fixed line spaces Change 3864439 by Masayo.Kondo Fixed line spaces Change 3864442 by Masayo.Kondo Fixed line spaces Change 3864446 by Masayo.Kondo Fixed line spaces Change 3864447 by Kimio.Yasuda Added translation Change 3864451 by Masayo.Kondo Fixed line spaces Change 3864456 by Masayo.Kondo Fixed a space Version Change 3864459 by Masayo.Kondo Fixed line spaces Change 3864461 by Masayo.Kondo Fixed spaces Change 3864463 by Masayo.Kondo Fixed line spaces Change 3864466 by Masayo.Kondo Fixed line spaces Change 3864470 by Kimio.Yasuda Added translation Change 3866266 by Masayo.Kondo Updated for migration Change 3866271 by Masayo.Kondo Fixed line spaces Change 3866273 by Masayo.Kondo Fixed lines and spaces Change 3866279 by Masayo.Kondo Fixed line spaces Change 3866286 by Masayo.Kondo Fixed programming section Change 3866292 by Masayo.Kondo Fixed programming section Change 3866294 by Masayo.Kondo Fixed line spaces Change 3866296 by Masayo.Kondo Fixed line spaces Change 3866298 by Masayo.Kondo Fixed line spaces Change 3866299 by Masayo.Kondo Fixed line spaces Change 3866305 by Masayo.Kondo Fixed asterisk to number1 Change 3866306 by Masayo.Kondo Fixed Version: space Change 3866315 by Masayo.Kondo Fixed line and version spaces Change 3866316 by Masayo.Kondo Fixed ver space Change 3866326 by Masayo.Kondo Fixed line spaces Change 3866331 by Masayo.Kondo Fixed line spaces Change 3866335 by Masayo.Kondo Fixed line spaces Change 3866337 by Masayo.Kondo Fixed line spaces Change 3866345 by Masayo.Kondo Fixed line spaces Change 3866353 by Masayo.Kondo Fixed line spaces Change 3866360 by Masayo.Kondo Fixed programming section comment Change 3866363 by Masayo.Kondo Fixed programming section Change 3866372 by Masayo.Kondo Fixed a line space Change 3866385 by Masayo.Kondo Fixed line spaces Change 3866392 by Masayo.Kondo Fixed for migration Change 3866395 by Masayo.Kondo Fixed line spaces Change 3866400 by Masayo.Kondo Fixed line spaces Change 3866404 by Masayo.Kondo Fixed line spaces Change 3866406 by Masayo.Kondo Fixed line spaces Change 3866417 by Masayo.Kondo Fixed line spaces Change 3866424 by Masayo.Kondo Updated for migration Change 3866427 by Masayo.Kondo Fixed line and colon spaces Change 3866434 by Masayo.Kondo Updated for migration Change 3866442 by Masayo.Kondo Fixed line spaces Change 3866568 by Masayo.Kondo Updated for migration INTSourceChangelist:3781189 Change 3866569 by Masayo.Kondo Fixed line spaces Change 3866570 by Masayo.Kondo Fixed line spaces Change 3866573 by Masayo.Kondo Fixed spaces for migration Change 3866574 by Masayo.Kondo Fixed space for End result part Change 3866575 by Masayo.Kondo Fixed space for End result part Change 3866576 by Masayo.Kondo Fixed End result space Change 3866582 by Masayo.Kondo Fixed End result part Change 3866598 by Masayo.Kondo Fixed line spaces Change 3866601 by Masayo.Kondo Fixed line spaces Change 3866602 by Masayo.Kondo Fixed line spaces Change 3866607 by Masayo.Kondo Fixed line spaces Change 3866609 by Masayo.Kondo Fixed line spaces Change 3866613 by Masayo.Kondo Fixed png file names Change 3866615 by Masayo.Kondo Fixed lines Change 3866617 by Masayo.Kondo Fixed a space Change 3866620 by Masayo.Kondo Updated for migration Change 3866629 by Masayo.Kondo Fixed tabs before 1 Change 3866633 by Masayo.Kondo Fixed line spaces Change 3866640 by Masayo.Kondo Fixed image height section and line spaces Change 3866642 by Masayo.Kondo File updated for INTSourceChangelist:3108692 Change 3866644 by Masayo.Kondo Fixed line spaces Change 3866650 by Masayo.Kondo Updated for INTSourceChangelist:3716214 Change 3866651 by Masayo.Kondo Fixed line spaces Change 3866654 by Masayo.Kondo Fixed line spaces and programinng comments Change 3866657 by Masayo.Kondo Fixed line spaces Change 3866662 by Masayo.Kondo Fixed lines Change 3866669 by Masayo.Kondo Fixed lines Change 3866670 by Masayo.Kondo Fixed line spaces Change 3866671 by Masayo.Kondo Fixed for migration Change 3866672 by Masayo.Kondo Fixed for migration Change 3866673 by Masayo.Kondo Fixed lines Change 3866677 by Masayo.Kondo Fixed lines Change 3866681 by Masayo.Kondo Fixed lines Change 3866683 by Masayo.Kondo Fixed lines Change 3866685 by Masayo.Kondo Fixed for migration Change 3866686 by Masayo.Kondo Fixed lines Change 3866688 by Masayo.Kondo Fixed for migration Change 3866691 by Masayo.Kondo Fixed for migration Change 3866696 by Masayo.Kondo Fixed for migration Change 3866702 by Masayo.Kondo Fixed for migration Change 3868509 by Masayo.Kondo Fixed line spaces Change 3868513 by Masayo.Kondo Fixed line spaces Change 3868521 by Masayo.Kondo Fixed line spaces Change 3868544 by Masayo.Kondo Fixed for migration Change 3868563 by Masayo.Kondo Fixed a space Change 3868572 by Masayo.Kondo Deleted one redundant line beforePurchasing from the Store section Change 3868578 by Masayo.Kondo Fixed a line space before 284 Change 3868586 by Masayo.Kondo Fixed :--- section again Change 3868672 by Masayo.Kondo Added spaces after colons Change 3868679 by Masayo.Kondo Fixedⁿ@" parent:Engine/Editor" part Change 3868856 by Masayo.Kondo Second check for migration Change 3868875 by Masayo.Kondo Second check for migration fix line spaces and indent Change 3868889 by Masayo.Kondo Second check fixed line spaces and deleted JP comment in programming section Change 3868895 by Masayo.Kondo Second fix, one indent Change 3868911 by Masayo.Kondo Second ck, fixed removed part Change 3868924 by Masayo.Kondo Second fix, Change 3868927 by Sungjin.Hong #loc UE4DocKOR Change 3868930 by Masayo.Kondo Second fix, deleted JP comment in programming Change 3868937 by Masayo.Kondo Second fix, deleted JP comment in programming section Change 3868950 by Masayo.Kondo Second fix, deleted JP comment in programming section Change 3868966 by Masayo.Kondo Second check table spaces Change 3868972 by Masayo.Kondo Second check, fixed indent, Change 3868973 by Masayo.Kondo Second ck, fixed Unreal VS file as well Change 3868978 by Masayo.Kondo Second fix Change 3868980 by Masayo.Kondo Fixed Change 3871569 by Masayo.Kondo Second check, added asterisk, removed JP comment in programing section Change 3871579 by Masayo.Kondo Second check Change 3871587 by Masayo.Kondo Fixed headings # Change 3871616 by Kimio.Yasuda Updated file against INTSourceChangelist:3801260 Change 3871617 by Kimio.Yasuda Updated file against INTSourceChangelist:3801260 Change3872326by Robert.Gervais #UE4Doc Updating Linux Quick Start as part of UGS-P4V workflow description. #jira 5789 Change 3873219 by Robert.Gervais #UE4Doc Updating Linux XCompile Toolchain download table. I'll keep this ticket up open until v11_clang-5.0.0-centos7 becomes available for download from our cdn. #jira UEDOC-7081 #code_review jeff.wilson, nick.bullardbradley Change 3873696 by Masayo.Kondo Submitted for migration Change 3873698 by Kimio.Yasuda Updated file against INTSourceChangelist:3873219 Change 3873700 by Kimio.Yasuda Updated file against INTSourceChangelist:3872326 Change 3873766 by Kimio.Yasuda Updated file agaisnt INTSourceChangelist:3782314 Change 3873800 by Masayo.Kondo File updated Change 3873823 by Masayo.Kondo File updated Change 3873836 by Masayo.Kondo File updated fot INT3108692 Change 3873845 by Kimio.Yasuda Added translation Change 3873926 by Kimio.Yasuda Updated file against INTSourceChangelist:3746172 Change 3873927 by Kimio.Yasuda Updated file against INTSourceChangelist:3746532 Change 3873946 by Masayo.Kondo File updated for INTSourceChangelist:3759006 Change 3873948 by Masayo.Kondo File updated for INTSourceChangelist:3750407 Change 3873979 by Kimio.Yasuda Updated file against INTSourceChangelist:3108692 Change 3873982 by Kimio.Yasuda Added translation Change 3873983 by Masayo.Kondo Updated for INTSourceChangelist:3108692 Change 3874000 by Masayo.Kondo Updated for INTSourceChangelist:3108692 Change 3874024 by Masayo.Kondo Updated for INTSourceChangelist:3108692 Change 3875865 by Masayo.Kondo Fixed book mark error, SelectionTool to Select Tool Change 3875906 by Kimio.Yasuda Fixed translation Change 3875909 by Masayo.Kondo Fixed a line space Change 3875947 by Kimio.Yasuda Minor adjustment for file migration Change 3875980 by Kimio.Yasuda Minor structure adjustment for file migration Change 3875999 by Kimio.Yasuda Minor adjustment for file migration Change 3876015 by Kimio.Yasuda Minor adjustment for file migration Change 3876019 by Kimio.Yasuda Added topic-image Change 3876021 by Kimio.Yasuda Another structuer adjustment Change 3876027 by Kimio.Yasuda Updated file against INTSourceChangelist:3801260 Change 3876043 by Kimio.Yasuda Updated file against INTSourceChangelist:3807090 Change 3876069 by Kimio.Yasuda Minor structure adjustment for file migration Change 3876074 by Kimio.Yasuda Minor structure adjustment for file migration Change 3876078 by Kimio.Yasuda Remove space for file migration Change 3876183 by Kimio.Yasuda Updated file against INTSourceChangelist:3108692 Change 3876189 by Kimio.Yasuda Minor adjustment for file migration Change 3876193 by Kimio.Yasuda Inserted space for structure adjustment Change 3876195 by Kimio.Yasuda Minor structure adjustment for file migration Change 3876196 by Kimio.Yasuda Minor structure adjustment for file migration Change 3876198 by Kimio.Yasuda Fixed structure Change 3876204 by Kimio.Yasuda Inserted space for structure adjustment Change 3876207 by Kimio.Yasuda Minor adjustment for file migration Change 3876210 by Kimio.Yasuda Removed "*" for structure adjustment Change 3876212 by Kimio.Yasuda Inserted spaces for structure adjustment Change 3876214 by Kimio.Yasuda Added "*" for structure adjustment Change 3876221 by Kimio.Yasuda Fixed property name from Japanese to English Change 3876225 by Kimio.Yasuda Inserted spaces as necessary for structure adjustment Change 3876229 by Kimio.Yasuda Added topic image line Change 3876233 by Kimio.Yasuda Minor adjustment for file migration Change 3876244 by Kimio.Yasuda Minor structure adjustment for file migration Change 3876251 by Kimio.Yasuda Minor strucutre adjustment for file migration Change 3876262 by Kimio.Yasuda Minor structrue adjustment (Removed *) Change 3876265 by Kimio.Yasuda Minor structure adjustment (inserted line) Change 3876267 by Kimio.Yasuda Minor structure adjustment (inserted space) Change 3876270 by Kimio.Yasuda Minor structure adjustment for file migration Change 3876276 by Kimio.Yasuda Minor structure adjustment for file migation (added space) Change 3876279 by Kimio.Yasuda Minor structure adjustment for file migration Change 3876295 by Kimio.Yasuda Minor structure adjustment for file migration Change 3876305 by Kimio.Yasuda Minor structure adjustment for file migration Change 3876322 by Kimio.Yasuda Minor structure adjustment for file migration Change 3876329 by Kimio.Yasuda Minor structure adjustment for file migration Change 3876332 by Kimio.Yasuda Minor structure adjustment for file migration Change 3876341 by Kimio.Yasuda Minor structure adjustment for file migration Change 3876342 by Kimio.Yasuda Removed extra "*" Change 3876345 by Kimio.Yasuda Added missing "*" Change 3876348 by Sungjin.Hong #loc UE4DocKOR Change 3876354 by Kimio.Yasuda Chaged Version into English Change 3876356 by Kimio.Yasuda Changed 'Version 4.9' back to English Change 3876358 by Kimio.Yasuda Minor structure adjustment for file migration Change 3876365 by Kimio.Yasuda Removed extra space. Change 3876369 by Kimio.Yasuda Minor structure adjustment for file migration Change 3876373 by Kimio.Yasuda Minor structure adjustment for file migration Change 3876396 by Kimio.Yasuda Updated file against INTSourceChangelist:3808342 Change 3876457 by Sungjin.Hong #loc UE4DocKOR Change 3877048 by Arciel.Rekman Linux: update the link to the cross toolchain in docs. - Also updated part of the tutorial that mentioned the toolchain version. Change 3878311 by Kimio.Yasuda Updated file against INTSourceChangelist:3877048 Change 3878388 by Kimio.Yasuda Fixed typo Change3878423by Kimio.Yasuda Updated file against INTSourceChangelist:3877048 Change 3878504 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3878538 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3878563 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3878565 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3878589 by Sungjin.Hong #loc UE4DocKor Change 3878618 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3878621 by Kimio.Yasuda Updated file against INTSourceChangelist:3782314 Change 3878695 by Kimio.Yasuda Fixed translation Change 3878731 by Kimio.Yasuda Fixed translation Change 3878788 by Masayo.Kondo Fixed an indent Change 3878801 by Masayo.Kondo Updated and added asterisks at beginning Change 3880663 by Masayo.Kondo Removed an extra line Change 3880697 by Masayo.Kondo Fixed layout Change 3880702 by Masayo.Kondo Fixed line spaces between paragraphs Change 3880708 by Masayo.Kondo Added a line space between paragraphs Change 3880717 by Masayo.Kondo Added a numbering 1 Change 3880720 by Masayo.Kondo Fixed indents Change 3880724 by Masayo.Kondo Fixed a line space Change 3880739 by Masayo.Kondo Fixed a line space Change 3880744 by Masayo.Kondo Fixed an indent Change 3880756 by Masayo.Kondo Added an line between paragraphs Change 3880761 by Masayo.Kondo Fixed an indent Change 3880774 by Masayo.Kondo Removed a line between paragraphs Change 3880791 by Masayo.Kondo Updated for INTSourceChangelist:3782314 Change3880803by Masayo.Kondo Added an asterisk at beginning of sentense Change 3880810 by Masayo.Kondo Fixed a line space between paragraphs Change 3880829 by Masayo.Kondo Fixed a line space Change 3880892 by Masayo.Kondo Checked for structure Change 3880944 by Masayo.Kondo Fixed for migration Change3880950by Masayo.Kondo Fixed a line space Change 3880955 by Masayo.Kondo Fixed a heading ## Change 3880968 by Masayo.Kondo File Updated Change 3880973 by Masayo.Kondo Added ## to headlline Change 3881059 by Masayo.Kondo Fixed spaces Change 3881064 by Masayo.Kondo Removed an asterisk Change 3881076 by Masayo.Kondo Fixed indents Change 3881080 by Masayo.Kondo Fixed a line space Change 3881089 by Masayo.Kondo Added an asterisk Change 3881098 by Masayo.Kondo Fixed spaces between numberings Change 3881104 by Masayo.Kondo Checked for structure Change 3881109 by Masayo.Kondo Fixed skill field Change 3881118 by Masayo.Kondo Fixed skill level field Change 3881128 by Masayo.Kondo Fixed for migration Change 3881141 by Masayo.Kondo Fixed line spaces Change 3881142 by Masayo.Kondo Removed an asterisk Change 3881147 by Masayo.Kondo Fix a line space Change 3881150 by Masayo.Kondo Fixed line spaces Change 3881154 by Masayo.Kondo Fixed layout Change 3881159 by Masayo.Kondo Removed an unnecessary symbol Change 3881162 by Masayo.Kondo Added numbering 1 Change 3881164 by Masayo.Kondo Fixed wrong image index Change 3881172 by Masayo.Kondo Fixed around ver field Change 3881182 by Masayo.Kondo Fixed table field Change 3881191 by Masayo.Kondo Fixed around ver field Change 3881192 by Masayo.Kondo Added a line between paragraphs Change 3881197 by Masayo.Kondo Fixed table and around ver field Change 3881204 by Masayo.Kondo Added an asterisk Change 3881208 by Masayo.Kondo Removed an asterisk Change 3881213 by Masayo.Kondo Fixed Region tags Change 3881218 by Masayo.Kondo Fixed DIR section Change 3881219 by Masayo.Kondo Fixed a line Change 3881224 by Masayo.Kondo Fixed a space Change 3881225 by Masayo.Kondo Fixed a space Change 3881237 by Kimio.Yasuda Fixed translation Change 3881240 by Kimio.Yasuda Fixed translation Change 3890899 by Kimio.Yasuda Fixed translation Change 3892946 by Masayo.Kondo #loc UE4DocJpn File updated against INTSourceChangelist:3891955 Change 3892962 by Kimio.Yasuda Updated file against INTSourceChangelist:3891955 Change 3892964 by Masayo.Kondo Fixed description space Change 3892970 by Masayo.Kondo #loc UE4DocJpn File updated against INTSourceChangelist:3891955 Change 3892975 by Kimio.Yasuda Updated file agaisnt INTSourceChangelist:3891955 Change 3892980 by Masayo.Kondo Fixed title spaces Change 3892983 by Masayo.Kondo #loc UE4DocJpn File updated against INTSourceChangelist:3891955 Change 3893002 by Masayo.Kondo #loc UE4DocJpn File updated against INTSourceChangelist:3891955 Change 3893023 by Masayo.Kondo #loc UE4DocJpn File updated against INTSourceChangelist:3891955 Change 3893032 by Masayo.Kondo #loc UE4DocJpn File updated against INTSourceChangelist:3891955 Change 3893041 by Masayo.Kondo #loc UE4DocJpn File updated against INTSourceChangelist:3891955 Change 3893059 by Masayo.Kondo #loc UE4DocJpn File updated against INTSourceChangelist:3891955 Change 3893074 by Masayo.Kondo #loc UE4DocJpn File updated against INTSourceChangelist:3891955 Change 3893080 by Masayo.Kondo #loc UE4DocJpn File updated against INTSourceChangelist:3891955 Change 3893090 by Masayo.Kondo #loc UE4DocJpn File updated against INTSourceChangelist:3891955 Change 3893200 by Masayo.Kondo #loc UE4DocJpn Initial translation against INT#3810557 Change 3920877 by Jeff.Wilson moving enterprise pages back to original location - yay Change 3920986 by Jeff.Wilson Fixing links in enterprise pages Change 3921434 by Jeff.Wilson fixes for enterprise Change 3922416 by Tim.Hobson #UE4 Docs: Unreal Studio - Getting Started page edits Change 3924191 by Masayo.Kondo #loc UE4DocJPN moved or deleted Change 3924925 by Jeff.Wilson Adding templates from migration Change 3924926 by Jeff.Wilson misc style/template updates Change 3926259 by Jeff.Wilson Misc fixes Change 3926759 by Tim.Hobson #UE4 Docs: Unreal Studio Getting Started Doc Edits. - Line 36 needs Project Templates PDF link - Line 221 needs Supported Software and File Types PDF link - Change 3926778 by Jeff.Wilson More updates for enterprise Change 3926780 by Jeff.Wilson misc styling updates Change 3927257 by Jeff.Wilson enterprise updates Change 3930427 by Sungjin.Hong #loc UE4DocKOR moved or deleted Change 3930979 by Sungjin.Hong #loc UE4DocKOR Change 3940592 by Mitchell.Wilson Initial check in of 4.19 Major release notes. Waiting for Minor release notes so I can add them here. Change 3941748 by Mitchell.Wilson Adding minor notes. Change 3942094 by Masayo.Kondo #loc UE4DocJPN moved or deleted Change 3964177 by Sungjin.Hong #loc UE4DocKOR moved or deleted Change 3975369 by Mitchell.Wilson Adding switch trigger inputs to VehicleGame. #jira UE-47835 Change 3977387 by Sungjin.Hong #loc UE4DocKOR Change 3977853 by Mitchell.Wilson Updating Tile_Gem Blueprint and P_Selected_Title particle system to resolve "immortal particle system" warnings. #jira UE-54735 Change 3978060 by Mitchell.Wilson Removed console command referencing a custom event that no longer exists to resolve warnings. Rebuilt lighting and saved all levels to resolve vert paint warnings on level load. #jira UE-54932 Change 3982168 by Mitchell.Wilson Saving levels to resolve UReflectionCaptureComponent warnings when packaging. #jira UE-54970 Change 3989408 by Mitchell.Wilson Correcting a spelling error in Blueprint_Communication example 1.4 #jira UE-54308 Change 3989612 by Mitchell.Wilson Updating path in DefaultEditor and DefaultEngine ini to resolve warnings. #jira UE-32185 Change 3992974 by Mitchell.Wilson Sampler source changed to Shared: Clamp to resolve clipping issues in material properties example. Updated texture sample to "Masks". Rebuilt lighting in level and saved. #jira UE-54464 Change 3997379 by Sungjin.Hong #loc UE4DocKOR Change 4008826 by Robert.Gervais #jira UEDOC-7427 Adding ObjectOrientation tooltip update. #UE4Doc #code_review jeff.wilson Change 4029781 by Mitchell.Wilson Updating documentation links in some engine tutorials #jira UEDOC-7444 Change 4036799 by Richard.Hinckley Fixing an incomplete code comment due to a UDN report. Change 4036853 by Mitchell.Wilson Building engine content levels and saving to resolve warnings. #jira UE-58327 Change 4039760 by Sungjin.Hong #loc UE4DocKOR Change 4054483 by Mitchell.Wilson Adding organization in world outliner for VR Template levels. #jira UE-55565 Change 4064060 by Richard.Hinckley Doxygen warning markers to clean up an API doc issue. Change 4064750 by Richard.Hinckley Moving Paulo's shelved files for ARPG. Change 4065297 by Andrew.Grant Merging 4063960 (RemoteSession work) from //UE4/Main to Dev-Documentation Change 4065344 by Andrew.Grant Merging latest RemoteSession plugins & app from //UE4/Main to Dev-Documentation Change 4065901 by Andrew.Grant Restored RemoteSession changes that were removed in Dev-VR integration Change 4066000 by Jim.Brown Action RPG - Changed level to include center obstruction for more varied gameplay. - Added 4th weapon, Fire Axe - Changed visuals of regular Axe - Added damage curves and uniqe anim montages for each weapon (every weapon should behave slightly differnt now) - Fixed lighting issue on foliage actors - Added slight flicker to into screen lighting Change 4067491 by Jim.Brown Action RPG: - Fixed rocks in middle of map not showing up in proper location Change 4067781 by Jim.Brown Action RPG: - Fixed some clipping issues in map (rocks clipping into one another) - Cleaned up, organized, and commented all UMG scripting Change 4069094 by Sorin.Gradinaru UE-57770 Resizing New Window results in grey space on device #jira UE-57770 #4.20 #iOS From 4039175 on //Dev-VR Listen to the viewport resize event on the host Change 4069098 by Sorin.Gradinaru UE-57687 Support portrait orientation based on PIE window settings #jira UE-57687 #iOS #4.20 From CL4039449 //Dev-VR Please note that remote host window can be resized (please see UE-57770), meaning that even if the windows setting were initially for protrait mode (eg. 750x1334), we can easily modify the window's aspect to look like a landscape app (1334x750), before connecting the client. The host-client communication basically consists in sending screenshots of the host window. After solving UE-57770, we'll no longer have gray areas, the host window's content is displayed on the client in full-screen mode (eventually stretched). This also solved the problem with the input mapping - another problem with UE-57770 was that the touch areas remained mapped full-screen (0.0 - width, height) on the iPad, even though the host window was resized. Adding rotation support, to allow the user to rotate the device for a better experience, i.e. if the image looks stretched. Change 4069102 by Sorin.Gradinaru UE-57686 Interactable pixel border in Virtual Camera UI #jira UE-57686 #iOS #4.20 From CL 4039450 on Dev-VR The Client/Host input mapping should take into account only the interactable area of the host window, without the title bar and borders Change 4069107 by Jim.Brown Action RPG: New Skills: - 1st Skill = Fireball - 2nd Skill = Fire Wave - 3rd Skill = Meteor (new!) - 4th skill = Meteor Storm - Adjusted price values to reflect power of skills. - Tweaked fireball effect (range increase, size increase, wobbles a bit on cast instead of traveling in a perfectly straight line) New weapon scaling: - Cleaver is default (weakest) - War Hammer is second (does highest damage per hit, but slowest ROF) - Molten Axe is third (axe damage + fire damage) good combos - Ember Sword is 4th (lower damage per hit, but extra fire damae+super fast ROF and powerful combos) - New FX/anims/etc. to reflect power and abilities of weapons. Change 4069219 by Andrew.Grant Removed work-around for missing files Change 4070190 by Andrew.Grant Added icons for iOS RemoteSessionApp Change 4071200 by Ben.Zeigler Fix abilities on player character by adding an InventoryLoaded callback, this is needed because the pawn now spawns before the inventory loads due to changes to game mode Change 4071868 by Jim.Brown RPG Game: - Changed Meteor ability to Combustion (to make it more obviously different from Meteor Storm). - Fixed the broken Fire Axe attack so it would advance through all stages of the combo - Updated format of all Ability descriptions so they were presented in the same way (capitals, no punctuation) - removed blank combo sections from axe attack that were left in accidentally - started groundwork for exploding Lvl3 Guardian. Change 4071873 by Mitchell.Wilson Submitting Match3 marketplace icon. #jira UE-58774 Change 4071918 by paulo.souza Action RPG: - Lightmap render in production quality - Changed stationary lights to be static - Added vegetation to hide seams Change 4073664 by paulo.souza Action RPG: - Fix: Rocks in the middle of the level were blocking the intro cut-scene - Minor foliage fixes Change4074023by Jim.Brown Action RPG : - Turned Level 2 enemy into a ranged attack enemy (he now spits a slime ball instead of melee attacks) - More prep work for making lvl 3 enemy explode upon death. - various tweaks and polish Change 4074136 by paulo.souza ActionRPG: Fixed on screen joypad not working properly Change 4075235 by paulo.souza Action RPG: Main menu screen re-lighting and animated light Change 4075315 by James.McNatton Added warning message textbox to RemoteSessionApp and hooked up a message to notify when connection was dropped #fyi Andrew.Grant #rb none Change 4076500 by Jim.Brown Action RPG: - Rotated all spawn points (player and enemy) to opposite end of the map. Map seems better when viewed from this angle? Let me know what you think... - Updated the material used on the pillars to reflect the same stone runes found in the main UI. WIP, not finished yet, but proof of concept. Change 4076818 by paulo.souza Action RPG: - Camera collision issues - AI logic cleanups and fixes Change 4077051 by paulo.souza ActionRPG: - Fix: Loading screen uses the new logo - Shows game-over screen when all waves are finished - PlayerStart position Change 4077828 by Sam.Deiter Adjusting the lighting for the foliage as it was broken after building lighting. Change 4078833 by paulo.souza ActionRPG: - Fix: Wave spawning freezing after wave 1 - Imported and converted all animations/montages to use skeleton from Infinity Blade - Re-imported "warrior" SM from Infinity blade - New hatchet mesh Change 4079024 by Jim.Brown Action RPG: - Changed impact to be generic pouf instead of fire. - Changed Guardian Slime attack to be a lob instead of a direct line of fire. Change 4079980 by paulo.souza ActionRPG: Fix missing AnimBP references Change 4080097 by Jim.Brown Action RPG: - Converted Cleaver to new weapon (looks very different from Axe now) - Added temp icon to UI. Polished version WIP. #Paulo.Souza, Sam.Deiter Change 4080099 by Sam.Deiter Adding an IsValid node to the Recived Notify End Function in the WeaponAttackNS Blueprint. It was giving an error after the game was closed. Change 4080205 by Jim.Brown Action RPG: - Removed cast animation from NPC Behavior Tree (no longer needed as idle since the anim was fixed and cast animation is now used by Lvl2 enemies). Change 4080598 by Jim.Brown Action RPG: - Fixed shader on Rock Rune surfaces - Tweaks to Slimeball attack (now arcs, moves more realistically, looks better overall) Change 4080738 by paulo.souza ActionRPG: - Fix: Rocks where colliding with the player's spring arm - Fix: Wave spawner stuck at Wave 4 (Spider was never destroyed) - Fix: Mana/health potion were spawning attached emitters - Fix: Weapon effects were spawning off character's feet Change 4081177 by Jim.Brown Action RPG: - Removed all unused modules and emitters from Particle Systems. - Optimization pass on a few systems to remove dynamic lights, extra particles, etc. where they weren't needed (or rendering on mobile) - 1st pass at priortization / significance setup Change 4082335 by paulo.souza ActionRPG: - Fix: Blocking volumes not working in cooked build: Somehow bNotForClientOrServer was set as True on volume brushes. - Fix: Not creating initial weapons during loading - UI test: Moving auto-play button to top - Unifying physics assets and redirectors - Barbarous material roughness map Change 4083255 by Jim.Brown Action RPG: - Updated Hatchet icon to replace placeholder that was there. - Tweaked progression. I was still able to complete with basic weapon (Hatchet), but it was more difficult and required planning (no longer 100% given that you will have enough time). I think that's a good thing? LMK! Change 4083390 by paulo.souza ActionRPG: - Fix: Character rotation reset when attacking or rolling if not moving - Delete unused BT nodes Change 4083842 by paulo.souza ActionRPG: Update HUD icon when switching weapons Change 4084420 by Jim.Brown Action RPG: - Tweaked Lvl2 Guardian attack behavior (they should properly attack from range now) - Added extra column in distance to help with parralax / depth in the scene - Tweaked normals on column per Paulo's feedback - Slight tweak to Character roughness (moved beard into channel with skin so it wasn't shiny) - Adjusted intro cine: ---- Slighlty tighter camera angle in opening shot to cover the character feet sliding unrealistically on the ground ---- Changed Guardian animations so they were not mirrors of each other (looked odd that they would both be doing the exact same thing) Change 4085038 by Ben.Zeigler Add BeginPossessPawn and EndPossessPawn events to RPGPlayerControllerBase for initialization events These may make sense on base controller/playercontroller as well, but it may conflict with game overrides that are very common Change 4085228 by paulo.souza ActionRPG: - Re-enable damage root motion animations - Enable falldown animations on Goblins when hit by non-melee attacks - Delete unused variables from parent BPs - Joypad support Change 4085941 by Andrew.Grant Fixed issue where client and server were using their respective project versions and not a shared verson number Change 4086525 by Ben.Zeigler Fix race condition where it may spawn the player pawn before loading the world. We now delay spawning until the start play event goes off, and don't initialize the UI until the controller possesses a pawn Change 4086939 by Ben.Zeigler Some player/game mode BP cleanup, fixed some runtime warnings from last checkin Change 4087732 by Sam.Deiter Re-building the reflection captures as they where always saying they needed to be re-built. Change 4087740 by Sam.Deiter Adding a isValid node to the blueprint to stop an error from happeing in the log. Change 4088038 by paulo.souza ActionRPG: - Player physics asset - Main title screen has a QUIT buton when not running on mobile - Fix: Virtual joypad showing during sequences Change 4088575 by paulo.souza ActionRPG: Project settings/name update Change 4089005 by Sorin.Gradinaru UE-59360 BackChannel and RemoteSession plugins don't have Epic Games as authors #jira UE-59360 #4.20 Updating uplugin's fields "CreatedBy": "Epic Games, Inc." and "CreatedByURL": "http://epicgames.com", Change 4089006 by Sorin.Gradinaru UE-59314 RemoteSessionApp unreal console blocks 4+ multi-touch input from reaching host #jira UE-59314 #4.20 Disable the console on 4 finger tap, on mobile platforms - DefaultInput.ini: bShowConsoleOnFourFingerTap=false Change 4089007 by Sorin.Gradinaru UE-58048 Second device does not autoconnect to session if the user quits out from the first device #jira UE-58048 #iOS #4.20 If the host's TCP socket was already connected, we get SE_ECONNRESET when trying to re-use it => when the client disconnects, we should also reset the host TCP socket. Change 4089031 by Sorin.Gradinaru UE-57987 White screen on device when connecting to Play in Viewport session #jira UE-57987 #4.20 Engine: needed to refer SLevelViewport::ActiveViewport as TSharedPtr<FSceneViewport> RemoteApp plugin: re-wrote input mapping (including the fix for UE-57686 Interactable pixel border in Virtual Camera UI) - generic code for UEEditor's vieport and standalone/floating windows Change 4089239 by paulo.souza ActionRPG: Moved emitter spawn to OnDeath event Change 4090632 by paulo.souza ActionRPG: Loading screen logo + iOS icons and launchscreens [CL 4091939 by Mitchell Wilson in Main branch]
1169 lines
59 KiB
Plaintext
1169 lines
59 KiB
Plaintext
INTSourceChangelist:3806721
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Availability:Public
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Title:Unity 引っ越しガイド
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Crumbs: %ROOT%, GettingStarted
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Description:Unity の操作内容を UE4 の該当する部分と比較して説明し、UE4 の迅速な習得を支援します。
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version:4.9
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[TOC(start:2 end:2)]
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このガイドでは、Unity ユーザーの視点に立って UE4 の概要を説明します。これまでの Unity でのご経験を UE4 ワールドに移行する支援をします。
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## エディタ
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以下は Unity のエディタとアンリアル エディタの画面です。一般的な機能を表すために色分けされています。各ブロックには、該当する UE4 用語を示すラベルが付いています。アンリアル エディタのレイアウトは、タブをドラッグ & ドロップすることで完全にカスタマイズ可能です。
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[OBJECT:ToggleButtonContent]
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[PARAMLITERAL:category]
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OS
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[/PARAMLITERAL]
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[PARAMLITERAL:id]
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windows
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[/PARAMLITERAL]
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[PARAMLITERAL:active]
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[/PARAMLITERAL]
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[PARAM:content]
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[/PARAM]
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[/OBJECT]
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[OBJECT:ToggleButtonContent]
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[PARAMLITERAL:category]
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OS
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[/PARAMLITERAL]
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[PARAMLITERAL:id]
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mac
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[/PARAMLITERAL]
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[PARAMLITERAL:active]
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[/PARAMLITERAL]
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[PARAM:content]
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[/PARAM]
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[/OBJECT]
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### アセットの編集
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Unity では、インスペクター (Inspector) タブを使用してプロジェクト内で選択したアセットを編集します。UE4 では、**[詳細]** パネルに選択したオブジェクトのプロパティが表示されますが、編集タスクが大きい場合は、専用のウィンドウやタブ になります。編集した各アセットに対して新しくタブ化されたウィンドウが開きます。ウェブ ブラウザと同様です。当然、スタンドアロンのウィンドウとしてタブを自由にドラッグしたり、フロートさせたりできます。
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[OBJECT:ToggleButtonContent]
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[PARAMLITERAL:category]
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OS
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[/PARAMLITERAL]
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[PARAMLITERAL:id]
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windows
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[/PARAMLITERAL]
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[PARAMLITERAL:active]
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[/PARAMLITERAL]
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[PARAM:content]
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[/PARAM]
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[/OBJECT]
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[OBJECT:ToggleButtonContent]
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[PARAMLITERAL:category]
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OS
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[/PARAMLITERAL]
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[PARAMLITERAL:id]
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mac
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[/PARAMLITERAL]
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[PARAMLITERAL:active]
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[/PARAMLITERAL]
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[PARAM:content]
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[/PARAM]
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[/OBJECT]
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## クイック用語集
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以下のセクションでは、左側に一般的な Unity 用語を、右側にそれに相当する (またはほぼ同等の) UE4 用語を表示しています。UE4 のキーワードはアンリアル エンジンのオンライン ドキュメントの詳細情報に直接リンクしています。
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| カテゴリ | Unity | UE4 |
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| -------- | ----- | --- |
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| **ゲームプレイ タイプ** | コンポーネント | [コンポーネント](Engine/Blueprints/UserGuide/Components) |
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| | GameObject | [アクタ](Engine/Actors), [ポーン](Gameplay/Framework/Pawn) |
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| | プレハブ | [ブループリント クラス](Engine/Blueprints) |
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| **エディタ UI** | ヒエラルキー パネル | [ワールド アウトライナー](Engine/UI/LevelEditor#ワールドアウトライナー) |
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| | インスペクター | [詳細パネル](Engine/UI/LevelEditor#details) |
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| | プロジェクト ブラウザ | [コンテンツ ブラウザ](Engine/Content/Browser) |
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| | シーンビュー | [ビューポート](Engine/UI/LevelEditor/Viewports) |
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| **メッシュ** | メッシュ| [スタティックメッシュ](Engine/Actors/StaticMeshActor) |
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| | スキンメッシュ | [スケルタルメッシュ](Engine/Content/Types/SkeletalMeshes) |
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| **マテリアル** | シェーダ| [マテリアル](Engine/Rendering/Materials)、[マテリアル エディタ](Engine/Rendering/Materials/Editor) |
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| | マテリアル | [マテリアル インスタンス](Engine/Rendering/Materials/MaterialInstances) |
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| **エフェクト** | パーティクル エフェクト | [エフェクト、パーティクル、カスケード](Engine/Rendering/ParticleSystems) |
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| | Shuriken (パーティクル システム) | [カスケード](Engine/Rendering/ParticleSystems) |
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| **ゲーム UI** | UI | [UMG (アンリアル) モーション グラフィックス](Engine/UMG) |
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| **アニメーション** | アニメーション| [スケルタル アニメーション システム](Engine/Animation) |
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| | Mecanim | [ペルソナ](Engine/Animation/Persona) , [アニメーション ブループリント](Engine/Animation/AnimBlueprints) |
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| **2D** | スプライト エディター | [Paper2D](Engine/Paper2D) |
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| **プログラミング** | C# | [C++](Programming) |
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| | スクリプト | [ブループリント](Engine/Blueprints) |
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| **物理** | Raycast | [Line Trace, Shape Trace](Engine/Physics/Tracing) |
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| | リジッドボディ | [コリジョン、物理](Engine/Physics) |
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| **実行時プラットフォーム** | iOS Player、Web Player | [プラットフォーム](Platforms) |
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## プロジェクトとファイル
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### ディレクトリやファイルは?
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Unity プロジェクトと同様に Unreal プロジェクトは常に独自のディレクトリにあり、独自のプロジェクト ファイルを持ちます。**.uproject** ファイルをダブルクリックしてゲームをアンリアル エディタにロードすることができます。または **右クリック** してさらにオプションを表示させることができます。プロジェクト フォルダには、ゲームのコンテンツ、ソース、様々なコンフィギュレーション ファイルやバイナリを入れる様々なサブフォルダがあります。最も重要なのは、 **Content ** と **Source ** サブフォルダです。
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### アセットを入れる場所は?
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UE4 では、各プロジェクトに **Content ** フォルダがあります。Unity プロジェクトのアセット フォルダと同様に、ここにゲーム アセットを格納します。ゲームにアセットをインポートするには、プロジェクトの Content ディレクトリにファイルをドロップすると、自動的にインポートされて **コンテンツ ブラウザ** に表示されます。外部プログラムを使用してファイルに変更を加えるとエディタ内のアセットは自動的に更新されます。
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||
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||
[OBJECT:ToggleButtonContent]
|
||
[PARAMLITERAL:category]
|
||
OS
|
||
[/PARAMLITERAL]
|
||
[PARAMLITERAL:id]
|
||
windows
|
||
[/PARAMLITERAL]
|
||
[PARAMLITERAL:active]
|
||
[/PARAMLITERAL]
|
||
[PARAM:content]
|
||

|
||
[/PARAM]
|
||
[/OBJECT]
|
||
|
||
[OBJECT:ToggleButtonContent]
|
||
[PARAMLITERAL:category]
|
||
OS
|
||
[/PARAMLITERAL]
|
||
[PARAMLITERAL:id]
|
||
mac
|
||
[/PARAMLITERAL]
|
||
[PARAMLITERAL:active]
|
||
[/PARAMLITERAL]
|
||
[PARAM:content]
|
||

|
||
[/PARAM]
|
||
[/OBJECT]
|
||
|
||
### サポートされる共通ファイル形式は?
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||
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||
Unity では幅広いファイル形式をサポートしています。UE4 では以下のように非常に一般的なファイル形式をサポートしています。
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||
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|アセット タイプ | サポートするファイル形式|
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| --- | --- |
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| 3D | .fbx, .obj |
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| テクスチャ| .png, .jpeg, .bmp ,.tga, .dds, .exr, .psd, .hdr |
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| サウンド | .wav |
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||
| フォント | .ttf, .otf |
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| ビデオ | .mov, .mp4, .wmv |
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### シーンの保存方法は?
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Unity では、GameObject をシーンに配置し、それを Scene アセット ファイルとして保存します。アンリアル エンジンには、Unity のシーンに類似する **マップ ファイル** があります。マップ ファイルには、**レベル** とその中のオブジェクトに関するデータだけでなく、ライティング データや一部のレベル固有の設定も格納されます。
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||
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### プロジェクト設定の変更方法は?
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||
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すべてのプロジェクト設定はメイン メニューの **Edit** (編集) / **Project Settings** (プロジェクト設定) にあります。Unity のプロジェクト設定と同様に、プロジェクトに関する情報 (プロジェクト名やアイコンなど) を指定できます。ゲームの入力バインディングを設定したり、プロジェクト実行時のエンジンの挙動を定義できます。個々のプロジェクト設定については [ここ](Engine/UI/ProjectSettings) をご覧ください。Unity には、「プレイヤー設定」と呼ばれるものもあります。アンリアルでは、「プラットフォーム設定」 (platform settings) に相当し、プロジェクト設定の「プラットフォーム」カテゴリにあります。
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### ソース ファイルの行先は?
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Unityでは、C# のソース ファイルをアセット フォルダに入れていました。
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UE4 では違います。C++ コードを持つプロジェクトでは、プロジェクト ディレクトリの下に **Source** サブフォルダがあります。ここには、 C++ ソース (.cpp) ファイルおよびヘッダー (.h) ファイル、一部のビルド スクリプト (.Build.cs、.Target.cs) を含む様々なファイルが入ります。しかし、ブループリントだけのプロジェクトには Source フォルダはありません。
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UE4 で C++ を使用して作業を開始する最も簡単な方法はエディタを使用して (メインのファイルメニューで) **Add Code to Project (プロジェクトにコードを追加)** するか、または単純に数多くあるテンプレートのひとつを使用して最初から C++ プロジェクトを新規作成します。**コンテンツ ブラウザ** の中で C++ クラスを見つけて、そのアイコン上を **ダブル クリック** して Visual Studio または Xcode でファイルを開くことができます。
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## GameObjects からアクタへ
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### GameObject はどこに?
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Unity では GameObject はワールドに配置可能な「もの」でした。これに相当するものは UE4 ではアクタになります。アンリアル エディタでは、新しい Empty Actor (空のアクタ) を [Placement (配置)] パネルからビューポートにドラッグできます。
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[OBJECT:EmbeddedVideo]
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[PARAMLITERAL:width]
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640
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[/PARAMLITERAL]
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[PARAMLITERAL:height]
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360
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[/PARAMLITERAL]
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[PARAMLITERAL:videoid]
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UXGFtZ71mfQ
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||
[/PARAMLITERAL]
|
||
[/OBJECT]
|
||
|
||
Empty Actor からゲームをビルドできますが、UE4 にはポーン (プレイヤーまたはAI のオブジェクト用) やキャラクター (アニメートされたクリーチャー用) などのビルドイン機能を持つ特殊タイプのアクタがあります。Empty Actor と同様に、こうした特殊タイプのアクタをドロップして、プロパティやコンポーネントを追加したり、カスタマイズすることができます。後で詳しく説明しますが、ここでは UE4 には [ゲームプレイのフレームワーク](Gameplay/Framework) があることを覚えておいてください。
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UE4 のアクタは Unity の GameObject とは少々異なります。Unity では GameObject は直接拡張できない C# クラスです。UE4 ではアクタは C++ のクラスであり、継承を用いて拡張しカスタマイズできます。これについては後で詳しく説明します。
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### コンポーネントはどこに?
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Unity では、コンポーネントを GameObject に追加し、機能を加えます。
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UE4 では、コンポーネントをアクタに追加します。レベルに Empty Actor をドロップしたら、 (**[詳細]** パネルにある) [Add Component (コンポーネント追加)] ボタンをクリックして、追加するコンポーネントを選択します。ここでは、Empty Actor をドロップして、たいまつを作成し、ベースとしてメッシュ コンポーネントを追加し、続いて光源を、そしてパーティクル システムを追加し炎を作ります。
|
||
|
||
[OBJECT:EmbeddedVideo]
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[PARAMLITERAL:width]
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640
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[/PARAMLITERAL]
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[PARAMLITERAL:height]
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||
360
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[/PARAMLITERAL]
|
||
[PARAMLITERAL:videoid]
|
||
SknellY4I4g
|
||
[/PARAMLITERAL]
|
||
[/OBJECT]
|
||
|
||
Unity では、GameObject はコンポーネントのフラット リストを保持します。UE4 では、アクタは互いにアタッチされたコンポーネントの **階層** が実際にあります。上の例を見るとわかります。ライトとパーティクルがメッシュにアタッチされています。これは、後で [複合アクタと GameObject](#複合オブジェクト) で説明するいくつかの重要な内容を含みます。
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### Unity のプレハブから UE4 のブループリント クラスへ
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Unity のワークフローはプレハブに基づいています。Unity では、コンポーネントを用いて GameObject のセットをビルドして、そこからプレハブを作ります。ワールドにプレハブのインスタンスを配置するか、実行時にインスタンス化することができます。
|
||
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UE4 でこれに対応するワークフローはブループリント クラスに基づくものです。UE4 では、コンポーネントでアクタをビルドし、それを選択し、 ( **[詳細]** パネルで) ** [Blueprint / Add Script]** ボタンをクリックします。続いてブループリント クラスを保存する場所を選択して、**[Create Blueprint (ブループリント作成) ]** をクリックして新しいブループリント クラスを保存します。
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||
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[OBJECT:EmbeddedVideo]
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[PARAMLITERAL:width]
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640
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[/PARAMLITERAL]
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||
[PARAMLITERAL:height]
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360
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[/PARAMLITERAL]
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[PARAMLITERAL:videoid]
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n35cDTFBl3s
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[/PARAMLITERAL]
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[/OBJECT]
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新しいブループリント クラスは、 **コンテンツ ブラウザ** にあります。**ダブルクリック** して直接編集できます。またはどのレベルにでもドラッグ&ドロップできます。
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### スクリプト コンポーネントと MonoBehaviour はどこに?
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|
||
Unity では、GameObject にドロップし、C# スクリプティングを追加するスクリプト コンポーネントがあります。MonoBehaviour から継承するクラスを作成し、そのコンポーネントが行うことを定義します。
|
||
|
||
UE4 にも類似したものがあります。全く新しいコンポーネント クラスを独自に作成し、アクタにドロップすることができます。ブループリント スクリプティングや C++ のいずれかを用いてコンポーネント クラスを作成できます。
|
||
|
||
UE4 で独自のコンポーネント クラスを作成するにはどうしたらよいでしょうか? **[詳細]** パネルの [Add Component (コンポーネントを追加)] ドロップダウンで、新規コンポーネントを作成するか、既存のコンポーネントを選択できます。
|
||
|
||

|
||
|
||
Unity では、新規 MonoBehaviour を作成する場合、Start() 関数と Update() 関数を持つスケルトン クラス ファイルが与えられます。
|
||
|
||
UE4 でも InitializeComponent() 関数と TickComponent() を持つスケルトン クラスが与えられます。これらは、Start および Update と類似した関数を実行します。
|
||
|
||
ブループリント スクリプティング コンポーネントを作成すると、こうした関数と同じものが以下のようにビジュアル ノードとして用意されます。
|
||
|
||

|
||
|
||
### スクリプト可能な Actor ブループリント クラス
|
||
|
||
UE4 の優れた機能をご紹介します。新規 Actor ブループリント クラスは、独自のブループリント ビジュアル スクリプティングを持ちます。これにより、個々のコンポーネントだけでなく、オブジェクト全体にロジックを追加できます。継承と組み合わせると (以下で説明)、ゲーム デザインのフレキシビリティが非常に高くなります。
|
||
|
||
ビジュアル スクリプトをサポートするブループリント クラスに加えて、UE4 ではコードで実装された C++ クラスもサポートしています。以下は、Unity C#、UE4 C++、UE4 ブループリントです。
|
||
|
||
|
||
| Unity C# | UE4 C++ | UE4 Blueprint |
|
||
| --- | --- | --- |
|
||
|[INCLUDE:GettingStarted/FromUnity#csharp_unity]| [INCLUDE:GettingStarted/FromUnity#cpp_ue4] |[REGION:lightbox][(w:220)](image_28.png)[/REGION]|
|
||
|
||
[COMMENT:none]
|
||
|
||
[EXCERPT:csharp_Unity]
|
||
using UnityEngine;
|
||
using System.Collections;
|
||
|
||
public class MyComponent :MonoBehaviour
|
||
{
|
||
int Count;
|
||
|
||
// Use this for initialization.
|
||
void Start ()
|
||
{
|
||
Count = 0;
|
||
}
|
||
|
||
// Update is called once per frame.
|
||
void Update ()
|
||
{
|
||
|
||
Count = Count + 1;
|
||
Debug.Log(Count);
|
||
}
|
||
}
|
||
[/EXCERPT:csharp_Unity]
|
||
|
||
[EXCERPT:cpp_UE4]
|
||
#pragma once
|
||
#include "GameFramework/Actor.h"
|
||
#include "MyActor.generated.h"
|
||
|
||
UCLASS()
|
||
class AMyActor : public AActor
|
||
{
|
||
GENERATED_BODY()
|
||
int Count;
|
||
|
||
// Sets default values for this actor's properties.
|
||
AMyActor()
|
||
{
|
||
// Allows Tick() to be called
|
||
PrimaryActorTick.bCanEverTick = true;
|
||
}
|
||
|
||
// Called when the game starts or when spawned.
|
||
void BeginPlay()
|
||
{
|
||
Super::BeginPlay();
|
||
Count = 0;
|
||
}
|
||
|
||
// Called every frame.
|
||
void Tick(float DeltaSeconds)
|
||
{
|
||
Super::Tick(DeltaSeconds);
|
||
Count = Count + 1;
|
||
GLog->Log(FString::FromInt(Count));
|
||
}
|
||
};
|
||
[/EXCERPT:cpp_UE4]
|
||
|
||
[/COMMENT]
|
||
|
||
### UE4 のブループリント クラスは拡張可能
|
||
|
||
Unity のプレハブと UE4 のブループリント クラスは同じようにゲーム内でインスタンス化できます。しかし、Unity では他のプレハブ内にプレハブをネストすることで複雑になります。そのため、拡張可能な構成要素としては制約があります。
|
||
|
||
UE4 では、既存のブループリント クラスを拡張して、新規ブループリント クラスを作成し、新しいプロパティ、コンポーネント、ビジュアル スクリプト機能で強化します。
|
||
|
||
例えば、UE4 で、Monster という名前のブループリント クラスを作成するとします。このクラスに、人間を追いかけるなどのモンスターの基本機能を実装します。それを拡張するブループリント クラスをさらに作成できます。ドラゴン (火を吐く機能を追加したタイプのモンスター)、グルー (暗くなるとプレイヤーがその餌食になるかもしれないモンスター) など、他に 8 つあるとします。こうした Monster のサブクラスは Monster の基本機能を継承し、それに新しい機能を追加します。
|
||
|
||
Unity では、多くの異なる GameObject プレハブを作成して実装します。ひとつはドラゴン用、もうひとつはグルー用などです。例えば、すべてのモンスターに新しい機能を追加したいとします。新しい Speak コンポーネントを使用して会話機能を与えるなどです。Unity では、10 個のプレハブをすべて更新し、新しい機能を個別にコピーし、貼り付けなければなりません。
|
||
|
||
UE4 では、単に Monster ブループリント クラスを修正し、新しい会話機能を追加するだけです。本当にこれだけです。ドラゴン、グルー、その他 8 つの他のモンスターのサブクラスは新しい会話機能を自動的に継承し、これらに手を加える必要はありません。
|
||
|
||
まだまだ素晴らしいことがあります。ここでブループリント クラスに関して言及したことは、 C++ クラスにも同様にあてはまり、アクタやコンポーネントでも同じことが言えます。こうしたシステムは、拡張機能の大規模な開発に対応するように設計されています。数十名、数百名という開発者を抱えるプロジェクトに合わせて調整できます。
|
||
|
||
### ブループリント スクリプティング、C++ のどちらを使用するのか、それとも両方使用するのか?
|
||
|
||
ブループリントのビジュアル スクリプティングは、ゲーム内の単純な論理フローやアクションの順序付けに理想的なものです。デザイナー、アーティスト、ビジュアル指向のプログラマにとって素晴らしいシステムです。ゲーム内のオブジェクトに簡単にアクセスし、視覚的に制御できるからです。ブループリントだけを使用して小さなスタンドアロンのゲームを作ることだってできます。本格的な例として Tappy Chicken のサンプルをご覧ください。
|
||
|
||
C++ プログラミングは大規模タスク用です。ゲームプレイ システム、複雑な AI、新しいエンジン機能などがこれに該当します。既に何らかの C++ のご経験がありましたら、 [UE4 におけるC++ プログラミングの基礎](Programming/Basics) のページをご覧ください。
|
||
|
||
ほとんどのプロジェクトでは、ブループリントと C++ を合わせて使用することでしょう。多くの開発者は、ブループリントを使用してゲームの機能のプロトタイプを作ります。ブループリントはとても簡単で楽しいものだからです。後でパフォーマンスやエンジニアリングの精度を上げるために一部またはすべてを C++ に移動します。
|
||
|
||
###ブループリント クラスは C++ クラスを拡張可能
|
||
|
||
UE4 ゲーム開発の素晴らしさは、プログラマが C++ で新規機能を実装し、デザイナーとアーティストがその新規機能をブループリントで利用して、プログラマに更なる機能を求めるという相互作用にあります。以下は、ピックアップ システムを実装する UE4 ベースのシューティング ゲームをあるチームが構築するのに、C++ クラスのシステム プログラミングに、挙動と外観のための ブループリント クラスを混在させて使用した例です。
|
||
|
||

|
||
|
||
### Transform コンポーネント
|
||
|
||
Unity では各ゲーム オブジェクトには Transform コンポーネントがあります。これは、ゲームオブジェクト にワールドでの位置、回転、スケールを与えます。
|
||
|
||
同様に UE4 には、アクタにはシーン コンポーネントのどのサブクラスにもなりうる **ルート コンポーネント** があります。**シーン コンポーネント** は、アクタにワールド内での位置、回転、スケールを与えます。これは、その配下にあるすべてのコンポーネントに階層的に適用されます。使用する多くのコンポーネントは、シーン コンポーネントのサブクラスです。位置を持つのに非常に便利だからです。
|
||
|
||
Empty Actor を配置した場合でも、UE4 はそのアクタに対する「デフォルト シーン ルート」を作成します。これは、単にシンプルなシーン コンポーネントです。独自の新しいシーン コンポーネントをドロップすると、デフォルト シーン ルートを置き換えます。
|
||
|
||
### 複合オブジェクト
|
||
|
||
Unity では、以下のようにゲームオブジェクトの階層を構築し、transform (変換行列) を親子付けします。
|
||
|
||

|
||
|
||
UE4 では、以下のようにコンポーネントの階層をネストして複合ゲーム オブジェクトを作ります。
|
||
|
||

|
||
|
||
図からわかるように、ネストした階層はシーン コンポーネントを互いにアタッチして作ることができます。Unity で親子にする transform と同じような transform を持つからです。アクタ コンポーネント (すべてのクラスの基底クラス) は、アクタそのものだけに直接アタッチすることができます。
|
||
|
||
### コンポーネントから何もかもビルドするのでしょうか?
|
||
|
||
ユーザー次第ですが、ほとんどの場合、カスタム コンポーネント タイプとこうしたコンポーネントを使用するアクタ クラスを組み合わせて使用しています。しかし、前述のように UE4 には、ある程度の機能を持つ特殊なタイプのアクタが数多くあり、常にいくつかのコンポーネントが含まれています。例えば、**Character** には常に **Character Movement コンポーネント** が含まれます。
|
||
|
||
エンジン内ですぐに見つかるサブクラス化されたアクタ タイプがいくつかあり、ほぼすべてのタイプのゲームで役立ちます。以下は、非常に一般的なビルトイン アクタのリストです。
|
||
|
||
* **ポーン** - アクタの一種で、制御可能なゲーム オブジェクトを表します。通常、プレイヤーのアバターです。プレイヤーおよび同様に AI は、所有しているコントローラを通してポーンを動かします。
|
||
|
||
* **キャラクター** - 二足動物のアバター用にデザインされたポーンの特殊バージョンであり、こうしたゲーム オブジェクトの複雑さに対処します。
|
||
|
||
* **コントローラー** - ポーンを所有し制御します。ポーンをコントローラーから分離することで、プレイヤーが使用するのと同じインターフェースを使用してポーンを操作できる AI コントローラーを記述することができます。
|
||
|
||
* **プレイヤー コントローラー** - プレイヤーのゲームパッド、タッチ、マウス/キーボードから入力を受け、その入力を使用して所有するポーンまたはキャラクタを動かすように設計された特殊なコントローラーです。
|
||
|
||
### 何もかもがアクタということでしょうか?
|
||
|
||
いいえ、違います。**アクタ** は、UE4 でのゲームプレイに使用される非常に一般的なクラスであり、**ワールド** に **スポーン** できる唯一のタイプです。そのため、レベルに配置するものは何でもアクタになります。
|
||
|
||
もうひとつ理解すべき重要なタイプは、**オブジェクト** です。オブジェクトは実際に **アクタ** やその他多くのものを含むすべてのアンリアル クラスの基底クラスです。これはアクタよりもはるかに低レベルの構造体ですが、**リフレクション** や **シリアル化** といったアンリアル クラスで求められる機能を持っています。オブジェクトは、**アクタ** の型にはまらない新しいタイプを定義する必要がある場合に使用する非常に基本的なクラスです。例えば、**アクタ コンポーネント** はすべてのコンポーネントの基底クラスであり、**アクタ** の代わりに **オブジェクト** から派生します。
|
||
|
||
### UE4 のゲームプレイ フレームワークはどのようなものですか?
|
||
|
||
そうですね、ここから話が少々すごいことになります (良い意味で)。Unity では、ゲーム デザインを開始するための白紙の状態があります。アンリアルでも同様です。Unityでは、基本的なゲームオブジェクトとコンポーネントから何もかもを構築できます。一方、アンリアルではアクタとコンポーネントからすべてのものを構築できます。
|
||
|
||
しかし、アンリアルにはこれに加えて [ゲームプレイ フレームワーク](Gameplay/Framework) と呼ばれる追加のレイヤーがあります。これは Unity には全く存在しません。アンリアル エンジンでこれを使用しなくてもかまいませんが、実に素晴らしいものです。基本的に、基本的なプリミティブ クラスを使用し、定められた決まりに従うと、いくつかの優れた機能が自動的に取得されます。自動取得しなければ、こうした機能は、実装や改良が非常に難しいものです (フル マルチプレイヤー サポートなど)。
|
||
|
||
数えきれない素晴らしいゲームがアンリアルのゲームプレイ フレームワークで設計されてきました。多少の時間を費やしても、この仕組みを理解する価値はあります。もちろん、独自のやり方で開始することもできるでしょう。それがお望みならば全く問題ありません。 しかし、何百もの優れたアンリアルを使った開発者が、UE4 のこのフレームワークをうまく活用してきました。だから、少し時間をかけて学ぶ価値はあります。
|
||
|
||
ゲームプレイ フレームワークを使用するには、アンリアル エンジンにあるカスタマイズされたビルトインのアクタ クラスについて学習する必要があります。こうしたクラスには、**ポーン**、 **キャラクター** および **プレイヤー コントローラ** があり、最終的にはレプリケーションとネットワーク機能の仕組みを理解する必要があります。しかし、ここでは基本に戻ります。
|
||
|
||
## UE4 でコードを記述する方法
|
||
|
||
### MonoDevelop でプログラミングするのには慣れているのですが...
|
||
|
||
ブループリント スクリプティングでは、アンリアル エディタさえあれば大丈夫です。何もかもがビルトインされています。C++ でコードを記述するには、Windows の場合は [Visual Studio の無料バージョン](http://go.microsoft.com/fwlink/?LinkId=525621) を、Mac の場合は [Xcode のインストール](https://itunes.apple.com/us/app/xcode/id497799835?mt=12) をダウンロードしてください。初めて新規プロジェクトを作成する場合 (または既存プロジェクトにコードを追加する場合)、UE4 では Visual Studio プロジェクト ファイルを自動的に作成 します。Visual Studio を開くには以下の手順に従います。**コンテンツ ブラウザ** 内で C++ クラスを **ダブルクリック** するか、メイン ファイル メニューで **[Open Visual Studio]** をクリックします。
|
||
|
||

|
||
|
||
UE4 でのひとつの重要な違い: Visual Studio プロジェクト ファイル を手動でリフレッシュしなければならない場合があるでしょう (例、UE4 の新バージョンのダウンロード後、またはディスク上でソース ファイルの場所を手動で変更する場合)。手動リフレッシュを行うには、メイン メニューで "Refresh Visual Studio Project" をクリックするか、プロジェクト ディレクトリにある **.uproject file** 上で **右クリック** します。
|
||
|
||

|
||
|
||
### イベント関数 (Start、Update、など) の記述
|
||
|
||
MonoBehaviors での作業に馴染みのある場合、Start、Update、OnDestroy などのメソッドに慣れていることでしょう。以下は Unity の挙動とそれに相当する UE4 のアクタとコンポーネントを比較したものです。
|
||
|
||
Unity では、以下のような単純なコンポーネントがあるでしょう。
|
||
|
||
public class MyComponent :MonoBehaviour
|
||
{
|
||
void Start() {}
|
||
void OnDestroy() {}
|
||
void Update() {}
|
||
}
|
||
|
||
|
||
しかし、UE4 では新規コンポーネント タイプだけをコーディングするのではなく、アクタそのものに対してコードを記述できます。これは実際、非常に一般的であり、便利です。
|
||
|
||
Unity の Start、OnDestroy、および Update の関数と同様に、以下のように UE4 には類似のアクタのメソッド一式があります。
|
||
|
||
**C++** :
|
||
|
||
UCLASS()
|
||
class AMyActor : public AActor
|
||
{
|
||
GENERATED_BODY()
|
||
|
||
// Called at start of game.
|
||
void BeginPlay();
|
||
|
||
// Called when destroyed.
|
||
void EndPlay(const EEndPlayReason::Type EndPlayReason);
|
||
|
||
// Called every frame to update this actor.
|
||
void Tick(float DeltaSeconds);
|
||
};
|
||
|
||
**ブループリント** :
|
||
|
||

|
||
|
||
UE4 のコンポーネントには異なる関数が含まれます。以下は単純な例です。
|
||
|
||
**C++** :
|
||
|
||
UCLASS()
|
||
class UMyComponent : public UActorComponent
|
||
{
|
||
GENERATED_BODY()
|
||
// Called after the owning Actor was created
|
||
void InitializeComponent();
|
||
|
||
// Called when the component or the owning Actor is being destroyed
|
||
void UninitializeComponent();
|
||
|
||
// Component version of Tick
|
||
void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction);
|
||
};
|
||
|
||
**ブループリント** :
|
||
|
||

|
||
|
||
|
||
UE4 では、メソッドの親クラスのバージョンを呼び出すことが重要です。
|
||
|
||
例えば、Unity の C# では、これは base.Update() で呼び出します。しかし、UE4 のC++ では、Super::TickComponent(): を使用します。
|
||
|
||
void UMyComponent::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
|
||
{
|
||
// Custom tick stuff here
|
||
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
|
||
}
|
||
|
||
C++ では、"A" で始まるものと "U" で始まるものがあることにお気づきでしょう。接頭辞 "A" は、アクタのサブクラスを表します。これに対して、 "U" は **オブジェクト** のサブクラスを示します。他にも接頭辞があります。例えば、 "F" は最も単純なデータ構造または-UObject クラスではないものに使用されます。
|
||
|
||
## UE4 でゲームプレイ コードを記述する方法
|
||
|
||
ここから少し詳しく掘り下げていきます。ゲーム制作において重要なプログラミングのトピックについて説明します。Unity をご存じであるため、アンリアル エンジンの C++ を学習する C# ユーザー向けに機能を説明しますが、お望みであればブループリント スクリプティングを使用してほぼすべてのことができます。可能な限り、C++ とブループリントの両方の例を加えました。
|
||
|
||
非常に一般的なゲームプレイ プログラミング パターンとアンリアル エンジンでの手法について説明します。Unity の多くの関数に対して、それに相当する馴染みのある関数がアンリアル エンジンにもあります。一般的な関数をひとつずつ説明していきます。
|
||
|
||
### ゲームオブジェクトのインスタンス化 / アクタのスポーン
|
||
|
||
Unity では、インスタンス化する関数を使用してオブジェクトの新しいインスタンスを作成します。
|
||
|
||
この関数は任意の UnityEngine.Object 型 (GameObject、 MonoBehaviour など) を引数に取り、コピーを作ります。
|
||
|
||
public GameObject EnemyPrefab;
|
||
public Vector3 SpawnPosition;
|
||
public Quaternion SpawnRotation;
|
||
|
||
void Start()
|
||
{
|
||
GameObject NewGO = (GameObject)Instantiate(EnemyPrefab, SpawnPosition, SpawnRotation);
|
||
NewGO.name = "MyNewGameObject";
|
||
}
|
||
|
||
UE4 では、オブジェクトをインスタンス化するニーズに応じて異なる 2 つの関数があります。NewObject を使用して新しい UObject タイプを作成します。SpawnActor を使用して AActor タイプをスポーンします。
|
||
|
||
最初に、UObjects と NewObject について簡単に説明します。アンリアル エンジンで UObject をサブクラス化することは、Unity で ScriptableObject をサブクラス化するのと非常に似ています。ワールドにスポーンする必要がない、またはアクタのようにアタッチされたコンポーネントを持つゲームプレイ クラスで役立ちます。
|
||
|
||
Unity では、ScriptableObject の独自のサブクラスを作成した場合、以下のようにインスタンス化できます。
|
||
|
||
MyScriptableObject NewSO = ScriptableObject.CreateInstance<MyScriptableObject>();
|
||
|
||
アンリアル エンジンでは、独自の UObject 派生型を作成した場合、以下のようにインスタンス化できます。
|
||
|
||
UMyObject* NewObj = NewObject<UMyObject>();
|
||
|
||
アクタはどうでしょう?アクタは、World (C++ の UWorld) オブジェクトで SpawnActor メソッドを使用してスポーンされます。World オブジェクトはどのように取得しますか?一部の UObjects は、GetWorld メソッドを提供します。例えば、すべてのアクタがそうです。
|
||
|
||
別のアクタを渡す代わりに、スポーンしたいアクタの「クラス」を渡すことに注意してください。この例では、クラスは AMyEnemy の任意のサブクラスになります。
|
||
|
||
しかし、インスタンス化で可能なように、別のオブジェクトの「コピー」を作りたい場合はどうでしょう?
|
||
|
||
NewObject 関数と SpawnActor 関数も一緒に動作する「テンプレート」オブジェクトがあります。アンリアル エンジンでは「ゼロから」作るかわりにそのオブジェクトのコピーを作ります。これにより、UPROPERTY とコンポーネントのすべてをコピーします。
|
||
|
||
AMyActor* CreateCloneOfMyActor(AMyActor* ExistingActor, FVector SpawnLocation, FRotator SpawnRotation)
|
||
{
|
||
UWorld* World = ExistingActor->GetWorld();
|
||
FActorSpawnParameters SpawnParams;
|
||
SpawnParams.Template = ExistingActor;
|
||
World->SpawnActor<AMyActor>(ExistingActor->GetClass(), SpawnLocation, SpawnRotation, SpawnParams);
|
||
}
|
||
|
||
この文脈で、「ゼロから」が何を意味するか疑問に思われるかもしれません。作成する各オブジェクト クラスはデフォルトのテンプレートを持ちます。このテンプレートには、プロパティとコンポーネントのデフォルト値があります。こうしたプロパティをオーバーライドせず、独自のテンプレートを提供しなければ、アンリアル エンジンはこうしたデフォルト値を使用してオブジェクトを作ります。わかりやすくするために、例えば、まず MonoBehaviour を見てみます。
|
||
|
||
public class MyComponent :MonoBehaviour
|
||
{
|
||
public int MyIntProp = 42;
|
||
public SphereCollider MyCollisionComp = null;
|
||
|
||
void Start()
|
||
{
|
||
// Create the collision component if we don't already have one
|
||
if (MyCollisionComp == null)
|
||
{
|
||
MyCollisionComp = gameObject.AddComponent<SphereCollider>();
|
||
MyCollisionComp.center = Vector3.zero;
|
||
MyCollisionComp.radius = 20.0f;
|
||
}
|
||
}
|
||
}
|
||
|
||
上の例では、デフォルトで 42 になっている int プロパティと、デフォルトで半径 20 になっている SphereCollider コンポーネントがあります。
|
||
|
||
アンリアル エンジンでもオブジェクトのコンストラクタを使用して同じことを行うことができます。
|
||
|
||
UCLASS()
|
||
class AMyActor : public AActor
|
||
{
|
||
GENERATED_BODY()
|
||
|
||
UPROPERTY()
|
||
int32 MyIntProp;
|
||
|
||
UPROPERTY()
|
||
USphereComponent* MyCollisionComp;
|
||
|
||
AMyActor()
|
||
{
|
||
MyIntProp = 42;
|
||
|
||
MyCollisionComp = CreateDefaultSubobject<USphereComponent>(FName(TEXT("CollisionComponent"));
|
||
MyCollisionComp->RelativeLocation = FVector::ZeroVector;
|
||
MyCollisionComp->SphereRadius = 20.0f;
|
||
}
|
||
};
|
||
|
||
AMyActor のコンストラクタで、クラスのデフォルト プロパティ値を設定しました。CreateDefaultSubobject 関数の使い方に注意してください。この関数を使用してコンポーネントを作成し、コンポーネントにデフォルト プロパティを割り当てることができます。この関数を使用して作成するすべてのサブオブジェクトはデフォルト テンプレートとして機能するため、サブクラスまたはブループリントで変更できます。
|
||
|
||
#### ある型から別の型へのキャスト
|
||
|
||
この場合、持っているとわかっているコンポーネントを取得し、それを特定の型にキャストし、条件付きで何かを行います。
|
||
|
||
Unity C#:
|
||
|
||
Collider collider = gameObject.GetComponent<Collider>;
|
||
SphereCollider sphereCollider = collider as SphereCollider;
|
||
if (sphereCollider != null)
|
||
{
|
||
// ...
|
||
}
|
||
|
||
UE4 C++:
|
||
|
||
UPrimitiveComponent* Primitive = MyActor->GetComponentByClass(UPrimitiveComponent::StaticClass());
|
||
USphereComponent* SphereCollider = Cast<USphereComponent>(Primitive);
|
||
if (SphereCollider != nullptr)
|
||
{
|
||
// ...
|
||
}
|
||
|
||
#### ゲームオブジェクト / アクタを破壊する
|
||
|
||
[REGION:tablethird]
|
||
| Unity | C++ | ブループリント |
|
||
| --- | --- | --- |
|
||
|[INCLUDE:GettingStarted/FromUnity#gameobject_unity]| [INCLUDE:GettingStarted/FromUnity#gameobject_cpp] | [INCLUDE:GettingStarted/FromUnity#gameobject_bp] |
|
||
[/REGION]
|
||
|
||
[COMMENT:none]
|
||
|
||
[EXCERPT:gameObject_Unity]
|
||
Destroy(MyGameObject);
|
||
[/EXCERPT:gameObject_Unity]
|
||
|
||
[EXCERPT:gameObject_CPP]
|
||
MyActor->Destroy();
|
||
[/EXCERPT:gameObject_CPP]
|
||
|
||
[EXCERPT:gameObject_bp]
|
||

|
||
[/EXCERPT:gameObject_bp]
|
||
|
||
[/COMMENT]
|
||
|
||
|
||
|
||
|
||
#### ゲームオブジェクト / アクタを (1 秒後に) 破棄する
|
||
|
||
|
||
[REGION:tablethird]
|
||
| Unity | C++ | ブループリント |
|
||
| --- | --- | --- |
|
||
|[INCLUDE:GettingStarted/FromUnity#destroy_unity]| [INCLUDE:GettingStarted/FromUnity#destroy_cpp] | [INCLUDE:GettingStarted/FromUnity#destroy_bp] |
|
||
[/REGION]
|
||
|
||
[COMMENT:none]
|
||
|
||
[EXCERPT:destroy_Unity]
|
||
Destroy(MyGameObject, 1);
|
||
[/EXCERPT:destroy_Unity]
|
||
|
||
[EXCERPT:destroy_CPP]
|
||
MyActor->SetLifeSpan(1);
|
||
[/EXCERPT:destroy_CPP]
|
||
|
||
[EXCERPT:destroy_bp]
|
||
[REGION:lightbox]
|
||
[(w:240)](image_24.png)
|
||
[/REGION:lightbox]
|
||
|
||
_フルサイズ表示するにはここをクリック_
|
||
[/EXCERPT:destroy_bp]
|
||
|
||
[/COMMENT]
|
||
|
||
|
||
#### ゲームオブジェクト / アクタを無効にする
|
||
|
||
|
||
[REGION:tablethird]
|
||
| Unity | C++ | ブループリント |
|
||
| --- | --- | --- |
|
||
|[INCLUDE:GettingStarted/FromUnity#disable_unity]| [INCLUDE:GettingStarted/FromUnity#disable_cpp] | [INCLUDE:GettingStarted/FromUnity#disable_bp] |
|
||
[/REGION]
|
||
|
||
[COMMENT:none]
|
||
|
||
[EXCERPT:disable_Unity]
|
||
MyGameObject.SetActive(false);
|
||
[/EXCERPT:disable_Unity]
|
||
|
||
[EXCERPT:disable_CPP]
|
||
// Hides visible components
|
||
MyActor->SetActorHiddenInGame(true);
|
||
|
||
// Disables collision components
|
||
MyActor->SetActorEnableCollision(false);
|
||
|
||
// Stops the Actor from ticking
|
||
MyActor->SetActorTickEnabled(false);
|
||
[/EXCERPT:disable_CPP]
|
||
|
||
[EXCERPT:disable_bp]
|
||
[REGION:lightbox]
|
||
[(w:120)](image_25.png)
|
||
[/REGION]
|
||
|
||
_フルサイズ表示するにはここをクリック_
|
||
[/EXCERPT:disable_bp]
|
||
|
||
[/COMMENT]
|
||
|
||
#### コンポーネントからゲームオブジェクト / アクタにアクセスする
|
||
|
||
|
||
[REGION:tablethird]
|
||
| Unity | C++ | ブループリント |
|
||
| --- | --- | --- |
|
||
| [INCLUDE:GettingStarted/FromUnity#go1_unity] | [INCLUDE:GettingStarted/FromUnity#go1_cpp] | [INCLUDE:GettingStarted/FromUnity#go1_bp] |
|
||
[/REGION]
|
||
|
||
[COMMENT:none]
|
||
|
||
[EXCERPT:go1_Unity]
|
||
GameObject ParentGO =
|
||
MyComponent.gameObject;
|
||
[/EXCERPT:go1_Unity]
|
||
|
||
[EXCERPT:go1_CPP]
|
||
AActor* ParentActor =
|
||
MyComponent->GetOwner();
|
||
[/EXCERPT:go1_CPP]
|
||
|
||
[EXCERPT:go1_bp]
|
||
[REGION:lightbox]
|
||
[(w:220)](image_32.png)
|
||
[/REGION]
|
||
_フルサイズ表示するにはここをクリック_
|
||
[/EXCERPT:go1_bp]
|
||
|
||
[/COMMENT]
|
||
|
||
|
||
#### ゲームオブジェクト / アクタからコンポーネントにアクセスする
|
||
|
||
[COMMENT:none]
|
||
|
||
| メソッド | 説明 |
|
||
| --- | --- |
|
||
| Unity | [INCLUDE:GettingStarted/FromUnity#go2_unity]|
|
||
| C++ | [INCLUDE:GettingStarted/FromUnity#go2_cpp] |
|
||
| ブループリント | [INCLUDE:GettingStarted/FromUnity#go2_bp] |
|
||
|
||
[/COMMENT]
|
||
|
||
**Unity**
|
||
MyComponent MyComp = gameObject.GetComponent<MyComponent>();
|
||
|
||
**C++**
|
||
UMyComponent* MyComp = MyActor->FindComponentByClass<UMyComponent>();
|
||
|
||
**ブループリント**
|
||
|
||

|
||
|
||
|
||
|
||
|
||
|
||
|
||
[COMMENT:none]
|
||
|
||
[EXCERPT:go2_Unity]
|
||
MyComponent MyComp = gameObject.GetComponent<MyComponent>();
|
||
[/EXCERPT:go2_Unity]
|
||
|
||
[EXCERPT:go2_CPP]
|
||
UMyComponent* MyComp = Cast<UMyComponent>(MyActor->GetComponentByClass(UMyComponent::StaticClass()));
|
||
[/EXCERPT:go2_CPP]
|
||
|
||
[EXCERPT:go2_bp]
|
||
[REGION:lightbox]
|
||
[(w:220)](image_33.png)
|
||
[/REGION]
|
||
_フルサイズ表示するにはここをクリック_
|
||
[/EXCERPT:go2_bp]
|
||
|
||
[/COMMENT]
|
||
|
||
|
||
#### ゲームオブジェクト / アクタの検索
|
||
|
||
// Find GameObject by name
|
||
GameObject MyGO = GameObject.Find("MyNamedGameObject");
|
||
|
||
// Find Objects by type
|
||
MyComponent[] Components = Object.FindObjectsOfType(typeof(MyComponent)) as MyComponent[];
|
||
foreach (MyComponent Component in Components)
|
||
{
|
||
// ...
|
||
}
|
||
|
||
// Find GameObjects by tag
|
||
GameObject[] GameObjects = GameObject.FindGameObjectsWithTag("MyTag");
|
||
foreach (GameObject GO in GameObjects)
|
||
{
|
||
// ...
|
||
}
|
||
|
||
// Find Actor by name (also works on UObjects)
|
||
AActor* MyActor = FindObject<AActor>(nullptr, TEXT("MyNamedActor"));
|
||
|
||
// Find Actors by type (needs a UWorld object)
|
||
for (TActorIterator<AMyActor> It(GetWorld()); It; ++It)
|
||
{
|
||
AMyActor* MyActor = *It;
|
||
// ...
|
||
}
|
||
|
||
(w:720)
|
||
|
||
// Find UObjects by type
|
||
for (TObjectIterator<UMyObject> It; It; ++it)
|
||
{
|
||
UMyObject* MyObject = *It;
|
||
// ...
|
||
}
|
||
|
||
// Find Actors by tag (also works on ActorComponents, use TObjectIterator instead)
|
||
for (TActorIterator<AActor> It(GetWorld()); It; ++It)
|
||
{
|
||
AActor* Actor = *It;
|
||
if (Actor->ActorHasTag(FName(TEXT("Mytag"))))
|
||
{
|
||
// ...
|
||
}
|
||
}
|
||
|
||
(w:900)
|
||
|
||
#### ゲームオブジェクト / アクタにタグを追加する
|
||
|
||
MyGameObject.tag = "MyTag";
|
||
|
||
// Actors can have multiple tags
|
||
MyActor.Tags.AddUnique(TEXT("MyTag"));
|
||
|
||
(w:540)
|
||
|
||
#### MonoBehaviours / ActorComponents にタグを追加する
|
||
|
||
// This changes the tag on the GameObject it is attached to
|
||
MyComponent.tag = "MyTag";
|
||
|
||
// Components have their own array of tags
|
||
MyComponent.ComponentTags.AddUnique(TEXT("MyTag"));
|
||
|
||
#### ゲームオブジェクト / アクタと MonoBehaviours / ActorComponents のタグを比較する
|
||
|
||
if (MyGameObject.CompareTag("MyTag"))
|
||
{
|
||
// ...
|
||
}
|
||
|
||
// Checks the tag on the GameObject it is attached to
|
||
if (MyComponent.CompareTag("MyTag"))
|
||
{
|
||
// ...
|
||
}
|
||
|
||
// Checks if an Actor has this tag
|
||
if (MyActor->ActorHasTag(FName(TEXT("MyTag"))))
|
||
{
|
||
// ...
|
||
}
|
||
|
||
(w:540)
|
||
|
||
// Checks if an ActorComponent has this tag
|
||
if (MyComponent->ComponentHasTag(FName(TEXT("MyTag"))))
|
||
{
|
||
// ...
|
||
}
|
||
|
||
(w:700)
|
||
|
||
### 物理:RigidBody vs. Primitive Component
|
||
|
||
Unity では、ゲームオブジェクトに物理特性を与えるために、まず RigidBody コンポーネントを追加します。アンリアル エンジンでは、任意の Primitive コンポーネント (C++ では UPrimitiveComponent ) が物理オブジェクトになります。一般的な Primitive コンポーネントとして、ShapeComponents (カプセル、球、ボックス)、StaticMeshComponent、および SkeletalMeshComponent があります。
|
||
|
||
Unity とは異なります。Unity では、コリジョンとビジュアル化の役割は別のコンポーネントに分かれています。アンリアル エンジンでは、物理とビジュアルの概念を PrimitiveComponent に組み合わせています。ワールドでジオメトリを持つコンポーネントはレンダリングされるか、PrimitiveComponent のサブクラスと物理的に相互作用します。
|
||
|
||
### レイヤー vs チャンネル
|
||
|
||
Unity では、「レイヤー」と呼ばれます。UE4 では、コリジョン チャンネルを使用し、同様に機能します。こうした情報については、[ここ](https://www.unrealengine.com/blog/collision-filtering) をご覧ください。
|
||
|
||
### レイキャスト vs レイトレース
|
||
|
||
Unity C#:
|
||
|
||
GameObject FindGOCameraIsLookingAt()
|
||
{
|
||
Vector3 Start = Camera.main.transform.position;
|
||
Vector3 Direction = Camera.main.transform.forward;
|
||
float Distance = 100.0f;
|
||
int LayerBitMask = 1 << LayerMask.NameToLayer("Pawn");
|
||
|
||
RaycastHit Hit;
|
||
bool bHit = Physics.Raycast(Start, Direction, out Hit, Distance, LayerBitMask);
|
||
|
||
if (bHit)
|
||
{
|
||
return Hit.collider.gameObject;
|
||
}
|
||
|
||
return null;
|
||
}
|
||
|
||
UE4 C++:
|
||
|
||
APawn* AMyPlayerController::FindPawnCameraIsLookingAt()
|
||
{
|
||
// You can use this to customize various properties about the trace
|
||
FCollisionQueryParams Params;
|
||
// Ignore the player's pawn
|
||
Params.AddIgnoredActor(GetPawn());
|
||
|
||
// The hit result gets populated by the line trace
|
||
FHitResult Hit;
|
||
|
||
// Raycast out from the camera, only collide with pawns (they are on the ECC_Pawn collision channel)
|
||
FVector Start = PlayerCameraManager->GetCameraLocation();
|
||
FVector End = Start + (PlayerCameraManager->GetCameraRotation().Vector() * 1000.0f);
|
||
bool bHit = GetWorld()->LineTraceSingle(Hit, Start, End, ECC_Pawn, Params);
|
||
|
||
if (bHit)
|
||
{
|
||
// Hit.Actor contains a weak pointer to the Actor that the trace hit
|
||
return Cast<APawn>(Hit.Actor.Get());
|
||
}
|
||
|
||
return nullptr;
|
||
}
|
||
|
||
UE4 ブループリント:
|
||
[REGION:lightbox]
|
||
[(w:700)](image_19.png)
|
||
[/REGION]
|
||
|
||
_フルサイズ表示するにはここをクリック_
|
||
|
||
### トリガー
|
||
|
||
Unity C#:
|
||
|
||
public class MyComponent :MonoBehaviour
|
||
{
|
||
void Start()
|
||
{
|
||
collider.isTrigger = true;
|
||
}
|
||
void OnTriggerEnter(Collider Other)
|
||
{
|
||
// ...
|
||
}
|
||
void OnTriggerExit(Collider Other)
|
||
{
|
||
// ...
|
||
}
|
||
}
|
||
|
||
UE4 C++:
|
||
|
||
UCLASS()
|
||
class AMyActor : public AActor
|
||
{
|
||
GENERATED_BODY()
|
||
|
||
// My trigger component
|
||
UPROPERTY()
|
||
UPrimitiveComponent* Trigger;
|
||
|
||
AMyActor()
|
||
{
|
||
Trigger = CreateDefaultSubobject<USphereComponent>(TEXT("TriggerCollider"));
|
||
|
||
// Both colliders need to have this set to true for events to fire
|
||
Trigger.bGenerateOverlapEvents = true;
|
||
|
||
// Set the collision mode for the collider
|
||
// This mode will only enable the collider for raycasts, sweeps, and overlaps
|
||
Trigger.SetCollisionEnabled(ECollisionEnabled::QueryOnly);
|
||
}
|
||
|
||
virtual void NotifyActorBeginOverlap(AActor* Other) override;
|
||
|
||
virtual void NotifyActorEndOverlap(AActor* Other) override;
|
||
};
|
||
|
||
UE4 ブループリント:
|
||
|
||

|
||
|
||
コリジョン応答の設定についての詳しい情報については、[ここ](Engine/Physics/Collision) をご覧ください。
|
||
|
||
### キネマティック リジッドボディ
|
||
|
||
Unity C#:
|
||
|
||
public class MyComponent :MonoBehaviour
|
||
{
|
||
void Start()
|
||
{
|
||
rigidbody.isKinimatic = true;
|
||
rigidbody.velocity = transform.forward * 10.0f;
|
||
}
|
||
}
|
||
|
||
UE4 では、コリジョン コンポーネントと rigidbody (剛体) コンポーネントはひとつです。これに対する基本クラスは、UPrimitiveComponent であり、ニーズに合うように多くのサブクラスがあります (USphereComponent、 UCapsuleComponent など)。
|
||
|
||
UE4 C++:
|
||
|
||
UCLASS()
|
||
class AMyActor : public AActor
|
||
{
|
||
GENERATED_BODY()
|
||
|
||
UPROPERTY()
|
||
UPrimitiveComponent* PhysicalComp;
|
||
|
||
AMyActor()
|
||
{
|
||
PhysicalComp = CreateDefaultSubobject<USphereComponent>(TEXT("CollisionAndPhysics"));
|
||
PhysicalComp->SetSimulatePhysics(false);
|
||
PhysicalComp->SetPhysicsLinearVelocity(GetActorRotation().Vector() * 100.0f);
|
||
}
|
||
};
|
||
|
||
### 入力イベント
|
||
|
||
Unity C#:
|
||
|
||
public class MyPlayerController :MonoBehaviour
|
||
{
|
||
void Update()
|
||
{
|
||
if (Input.GetButtonDown("Fire"))
|
||
{
|
||
// ...
|
||
}
|
||
float Horiz = Input.GetAxis("Horizontal");
|
||
float Vert = Input.GetAxis("Vertical");
|
||
// ...
|
||
}
|
||
}
|
||
|
||
UE4 C++:
|
||
|
||
UCLASS()
|
||
class AMyPlayerController : public APlayerController
|
||
{
|
||
GENERATED_BODY()
|
||
|
||
void SetupInputComponent()
|
||
{
|
||
Super::SetupInputComponent();
|
||
|
||
InputComponent->BindAction("Fire", IE_Pressed, this, &AMyPlayerController::HandleFireInputEvent);
|
||
InputComponent->BindAxis("Horizontal", this, &AMyPlayerController::HandleHorizontalAxisInputEvent);
|
||
InputComponent->BindAxis("Vertical", this, &AMyPlayerController::HandleVerticalAxisInputEvent);
|
||
}
|
||
|
||
void HandleFireInputEvent();
|
||
void HandleHorizontalAxisInputEvent(float Value);
|
||
void HandleVerticalAxisInputEvent(float Value);
|
||
};
|
||
|
||
UE4 ブループリント:
|
||
|
||

|
||
|
||
以下は、Project Settings (プロジェクト設定) で入力プロパティがどのように見えるかを表しています。
|
||
|
||

|
||
|
||
入力のセットアップ方法の詳しい情報は、[ここ](Gameplay/Input) をご覧ください。
|
||
|
||
## FAQ
|
||
|
||
### 最後に作業したプロジェクトを自動的にロードする方法は?
|
||
|
||
Unity で最後に作業したプロジェクトを自動的にロードすることに慣れている場合、UE4 でも同じようにできます。これを有効にするには、プロジェクトを開くときに、 "Always load last project on Startup" (最後に使用したプロジェクトを起動時に常にロードする) にチェックを入れてください。メインの Edit メニューの Edit/Editor Preferences/Loading and Saving/Startup でいつでも設定を切り替えることができます。
|
||
|
||
### ゲームの入力バインディングをどこで設定したらよいですか?
|
||
|
||
Unity では、プロジェクトの Input Manager 設定を使用してデフォルト バインディングをセットアップしています。UE4 も同じようにできます。Project Settings (プロジェクト設定) を開いて、Input カテゴリを選択します。ここでは、様々なボタン (アクション) やアナログ コントロール (軸) を追加することができます。各コントロールに名前とデフォルト バインディングを与えます。入力イベントがトリガーされるとゲームのポーンをコールバックします。詳細については、[インプット ドキュメントのページ](Gameplay/Input) をご覧ください。
|
||
|
||
### プロジェクトの開始シーンの変更方法は?
|
||
|
||
プロジェクトの設定タブからプロジェクトのスタートアップ マップを変更できます。メイン メニューから Edit/Project Settings->Maps & Modes の順に選択してスタートアップ マップを変更します。
|
||
|
||
### ゲームを実行する方法は?
|
||
|
||
ゲームを実行する一番簡単な方法は、メイン エディタのツールバーで [Play] ボタンをクリックすることです。これで、エディタのプロセス内でゲームを実行します。スタンドアロンのアプリケーションとして実行したい場合は、[Play] ボタンの隣にあるドロップダウンの矢印をクリックして、「Standalone Game」を選択します。最後に、モバイル デバイスまたはウェブ ブラウザで実行したい場合、ツールバーの [Launch] ボタンを使用します (プラットフォームで事前に必要なものをインストール後)。
|
||
|
||
### 単位は?
|
||
|
||
Unity では、計測の基本単位は 1 m です。UE4 では、計測の基本単位は 1 cm です。
|
||
|
||
そのため、Unity で何かを 1 単位 (m) 動かすと、UE4 で何かを 100 単位(cm) 動かすことに相当します。
|
||
|
||
Unity で何かを 2 フィート動かすと 0.61 単位 (メーター) になり、UE4 では 61 単位 (cm) になります。
|
||
|
||
### 座標系はどのようになっていますか?どちらの方向が上?
|
||
|
||
Unity と UE4 は両方とも左手座標系ですが、軸は入れ替わっています。UE4では+ X 軸は「前」で、+ Y 軸は「右」、+ Z 軸は「上」になっています。
|
||
|
||
### どうしたらゲームからログの出力が見ることができますか?
|
||
|
||
UE4 エディタでは、 "Window -> Developer Tools" メニューから Output Log を開くことができます。ゲームを "-log" コマンドライン パラメータで実行し、ゲームの横に専用ログ ウィンドウを呼び出すことができます。これはとても便利です。
|
||
|
||
### ログ出力といえば、Debug.Log はどこにあるのでしょう?
|
||
|
||
UE4 のロギングは高度なカスタマイズが可能です。メッセージのログをとる方法については、[ここ](https://wiki.unrealengine.com/Logs,_Printing_Messages_To_Yourself_During_Runtime) をご覧ください。
|
||
|
||
### 例外のスローはどのように行うのでしょうか?
|
||
|
||
Unity では、何かがうまくいかないときに例外をスローしていました。UE4 では、例外処理を使用しません。代わりに、'check()' 関数を使用してクリティカルなアサーション エラーをトリガーします。エラー メッセージを渡すことができます。エラーを報告したいが、プログラムを停止したくない場合は、代わりに 'ensure()' を使用します。これで、完全なコールスタックをログに出力しますが、プログラムは実行され続けます。デバッガーをアタッチすると、両方の関数はデバッガでブレークします。
|
||
|
||
###.NET フレームワークはどこですか?
|
||
|
||
Unity とは異なり、UE4 では .NET フレームワークを使用しません。UE4 には独自のコンテナ クラスとライブラリのセットがあります。一般的なコンテナの比較です。
|
||
|
||
|
||
| .Net Framework | UE4 |
|
||
| --- | --- |
|
||
| String | [FString](https://docs.unrealengine.com/latest/INT/API/API/Runtime/Core/Containers/FString), [FText](https://docs.unrealengine.com/latest/INT/API/API/Runtime/Core/Internationalization/FText) |
|
||
| List | [TArray](https://docs.unrealengine.com/latest/INT/API/API/Runtime/Core/Containers/TArray) |
|
||
| Dictionary | [TMap](https://docs.unrealengine.com/latest/INT/API/API/Runtime/Core/Containers/TMap) |
|
||
| HashSet | [TSet](https://docs.unrealengine.com/latest/INT/API/API/Runtime/Core/Containers/TSet) |
|
||
|
||
|
||
|
||
その他の UE4 コンテナの詳しい情報については [ここ](https://docs.unrealengine.com/latest/INT/API/Runtime/Core/Containers/index.html) をご覧ください。
|
||
|
||
### アンリアル エンジンではコード変更を自動的にリロードしますか?
|
||
|
||
はい、します。コードを記述中にエディタを開いたままにすることができます。コード編集後に Visual Studio からコンパイルを開始すると、エディタは変更を自動的に「ホット リロード」します。エディタのメイン ツールバーで **コンパイル** ボタンをクリックすることもできます。これは、Visual Studio のデバッガをアタッチした場合に役立ちます。
|
||
|
||
## ここから先のこと
|
||
|
||
ガイドをお読みいただきありがとうございます。本ガイドは、アンリアル コミュニティ向けに多くのデベロッパーの支援により作成されたものです。フィードバックや訂正があればご指摘いただければ幸いです。UE4 への移行で何が最も役立つかを学びながらこのガイドの改善を続けるつもりです。
|
||
|
||
これ以外にも、以下のように多くの UE4 学習リソースをご用意しております。
|
||
|
||
* ドキュメント
|
||
|
||
* まずはここから - [まずはここから](GettingStarted)
|
||
|
||
* チュートリアル ビデオ - [ビデオ](https://wiki.unrealengine.com/Videos)
|
||
|
||
* API - [API](https://docs.unrealengine.com/latest/INT/API/index.html)
|
||
|
||
* AnswerHub - [https://answers.unrealengine.com](https://answers.unrealengine.com)
|
||
|
||
* フォーラム - [https://forums.unrealengine.com](https://forums.unrealengine.com)
|
||
|
||
* Wiki - [https://wiki.unrealengine.com](https://wiki.unrealengine.com)
|
||
|
||
* Wiki ページの[UE4 coming from Unity](https://wiki.unrealengine.com/Unity3D_Developer%27s_Guide_to_Unreal_Engine_4)
|
||
|
||
|
||
|
||
|