Files
UnrealEngineUWP/Engine/Documentation/Source/Shared/LevelEditor/LevelEditor.KOR.udn
Mitchell Wilson bfe9113685 Copying //UE4/Dev-Documentation to //UE4/Samples-Main (Source: //UE4/Dev-Documentation @ 4321946)
#lockdown Nick.Penwarden
#rb none

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  MAJOR FEATURES & CHANGES
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Change 3683933 by Jeff.Wilson

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Change 4094604 by Richard.Hinckley

	Fixing a bug in Match3 with incorrect attempts at unbinding a delegate. Not as much of a code problem as a bad learning example.
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[CL 4322126 by Mitchell Wilson in Main branch]
2018-08-28 10:33:31 -04:00

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INTSourceChangelist:3487496
Availability:NoPublish
Title: 레벨 에디터 동작
Crumbs:
Description:
[EXCERPT:OpenLevelBlueprint]
Level Blueprint (레벨 블루프린트)는 레벨 전반적인 이벤트 그래프 역할을 하는 특수 유형 블루프린트입니다. 레벨 전반적 또는 레벨 내 특정 액터 인스턴스에만 관계된 이벤트는, 함수 호출 또는 플로우 컨트롤 형태로 시퀀스 액션을 발동시키는 데 사용됩니다.
[VAR:ToolTipFullLink]
Engine/Blueprints/UserGuide/Types/LevelBlueprint
[/VAR]
[/EXCERPT:OpenLevelBlueprint]
[EXCERPT:OpenGameModeBlueprint]
GameMode (게임모드)는 게임의 승리/패배 조건과 같은 규칙을 정의하고 집행합니다. 게임모드는 서버에만 존재합니다.
[VAR:ToolTipFullLink]
Gameplay/Framework/GameMode
[/VAR]
[/EXCERPT:OpenGameModeBlueprint]
[EXCERPT:OpenGameStateBlueprint]
점수, 접속된 플레이어 목록, 깃발뺏기 게임에서의 제한 수, 체스 게임에서 말들이 있는 위치, 오픈 월드 게임에서 이미 완료한 임무 등, 플레이 와중에 변경되는 게임 상태를 처리합니다. 게임 스테이트(GameState)는 서버와 모든 클라이언트에 존재하며, 모든 기계의 최신 상태 유지를 위해 자유로이 리플리케이트 가능합니다.
[VAR:ToolTipFullLink]
Gameplay/Framework/GameState
[/VAR]
[/EXCERPT:OpenGameStateBlueprint]
[EXCERPT:OpenDefaultPawnBlueprint]
폰(Pawn) 클래스는 플레이어 또는 AI 의 제어가 가능한 모든 액터의 베이스 클래스입니다. 폰은 월드 내 플레이어 또는 AI 개체의 물리적 표상입니다. 이는 Pawn 이 플레이어 또는 AI 개체가 시작적으로 어때 보이는지 뿐만 아니라, 콜리전이나 기타 물리적 상호작용 측면에서 월드와의 상호작용 방식도 정의한다는 뜻입니다. 이 부분은 혼동의 소지가 있는데, 눈에 보이는 플레이어 메시나 아바타가 없는 게임 유형도 있을 수 있기 때문입니다. 아무튼 그와는 무관하게, 폰은 게임 내 플레이어 또는 개체의 물리적 위치, 방향 등을 나타냅니다.
[VAR:ToolTipFullLink]
Gameplay/Framework/Pawn
[/VAR]
[/EXCERPT:OpenDefaultPawnBlueprint]
[EXCERPT:OpenHUDBlueprint]
HUD 는 화면에 플레이어 관련 정보를 표시하는 데 사용됩니다.
[VAR:ToolTipFullLink]
Gameplay/Framework/UIAndHUD
[/VAR]
[/EXCERPT:OpenHUDBlueprint]
[EXCERPT:OpenPlayerControllerBlueprint]
컨트롤러는 물리적이지 않은 액터로, Pawn ( 또는 거기서 파생된 Character)에 빙의되어 그 동작을 제어합니다. 플레이어 컨트롤러(PlayerController)는 사람 플레이어가 폰을 제어할 때 사용됩니다.
[VAR:ToolTipFullLink]
Gameplay/Framework/Controller/PlayerController
[/VAR]
[/EXCERPT:OpenPlayerControllerBlueprint]
[EXCERPT:CreateClassBlueprint]
보통 그냥 블루프린트라 줄여 부르는 Blueprint Class (블루프린트 클래스)는, 콘텐츠 제작자가 기존 게임플레이 클래스 위에 기능을 쉽게 추가시킬 수 있도록 해 주는 애셋입니다. 블루프린트는 코드 입력 방식이 아닌, 언리얼 에디터 안에서 비주얼 방식으로 제작되며, 콘텐츠 패키지에 애셋으로 저장됩니다. 근본적으로는 새로운 클래스 또는 액터 유형을 정의하는 것으로, 이를 맵에 인스턴스로 배치하면 다른 액터 유형과 마찬가지로 작동합니다.
[VAR:ToolTipFullLink]
Engine/Blueprints/UserGuide/Types/ClassBlueprint
[/VAR]
[/EXCERPT:CreateClassBlueprint]
[EXCERPT:DetailsTab]
###디테일
디테일 패널에는 뷰포트에 현재 선택된 것에 대한 정보, 유틸리티, 함수가 들어있습니다. 액터의 위치, 방향, 규모 조절을 위한 트랜스폼 편집 박스가 들어있고, 선택된 액터의 편집가능 프로퍼티가 전부 표시되며, 뷰포트에 선택된 액터 유형에 따른 부가 편집 기능에 대한 바로가기도 제공됩니다.
[VAR:ToolTipFullLink]
Engine/UI/LevelEditor/Details
[/VAR]
[/EXCERPT:DetailsTab]
[EXCERPT:SceneOutlinerTab]
###월드 아웃라이너
월드 아웃라이너 패널에는 씬 안에 있는 모든 액터가 계층구조식 트리 뷰로 표시됩니다. 액터는 월드 아웃라이너에서 바로 선택 및 변경 가능합니다. '정보' 드롭다운 메뉴로 레벨, 레이어, ID 이름이 표시되는 열을 추가할 수도 있습니다.
[VAR:ToolTipFullLink]
Engine/UI/LevelEditor/SceneOutliner
[/VAR]
[/EXCERPT:SceneOutlinerTab]
[EXCERPT:NewProjectTab]
###새 프로젝트
완전히 처음부터 또는 기존 템플릿에서 새 프로젝트를 만듭니다.
[VAR:ToolTipFullLink]
Engine/Basics/Projects/Browser#새프로젝트만들기
[/VAR]
[/EXCERPT:NewProjectTab]
[EXCERPT:KeepSimulationChanges]
시뮬레이션 월드에서 선택된 액터에 가해진 프로퍼티 변경사항이 레벨에 있는 액터에도 적용됩니다.
[VAR:ToolTipFullLink]
Engine/UI/LevelEditor/InEditorTesting/KeepSimulationChanges
[/VAR]
[/EXCERPT:KeepSimulationChanges]
[EXCERPT:PushToBlueprintDefaults]
레벨에 선택된 액터에 가해진 프로퍼티 변경사항이 이 클래스에 대한 클래스 디폴트에도 적용되어, 한 인스턴스의 세팅 조정 내용을 앞으로의 모든 인스턴스에도 적용시킬 수 있습니다.
[/EXCERPT:PushToBlueprintDefaults]
[EXCERPT:ResetToBlueprintDefaults]
레벨에 선택된 액터에 가해진 프로퍼티 변경사항을 버리고, 액터를 블루프린트에 정의된 디폴트로 리셋시킵니다.
[/EXCERPT:ResetToBlueprintDefaults]
[EXCERPT:ObjectUsesExperimentalClass]
###Here be dragons!
![](HereBeDragons.png)
이 오브젝트는 'experimental' (실험단계) 클래스를 하나 이상 사용합니다.
완전 지원되지 않고 문서화되지 않은 프로토타입 입니다:
* 앞으로의 빌드에 크게 변경 또는 폐기될 수 있습니다.
* 데이터 또는 코드 호환성이 보장되지 않습니다.
* 초기 단계 코드라 에디터가 불안정해 지거나 크래시가 생길 수 있습니다.
* 앞으로 'Early Access' (초기 접근) 또는 'Fully Supported' (완벽 지원)으로 승격될 수 있습니다.
위험을 감수하고 사용해 주시기 바랍니다!
[/EXCERPT:ObjectUsesExperimentalClass]
[EXCERPT:ObjectUsesEarlyAccessClass]
###Early Access
이 오브젝트는 하나 이상의 'early access' (초기 접근) 클래스를 사용합니다.
준비된 제품 단계까지는 아니지만, 'experimental' (실험단계)는 넘어선 것으로 앞으로 나오게 될 것에 대한 미리보기 역할을 합니다:
* 제작할 콘텐츠에 대한 상위호환성을 유지하도록 노력할 것입니다.
* 이 클래스는 앞으로 크게 변경될 수 있습니다.
* 코드가 초기 단계라 기대하는 만큼의 세련미나 퀄리티 기준은 충족하지 못할 수 있습니다.
* 문서나 예제 콘텐츠가 없을 수 있습니다.
* 제품으로서 준비가 완료되면 '초기 접근' 단계에서 승격될 수 있습니다.
[/EXCERPT:ObjectUsesEarlyAccessClass]