音が流れない場合、再生を一時停止してもう一度再生してみて下さい。
ツール 
画像
Immersive Workflow 3D
186回再生
C++ Automate Import & Publish in Unreal Engine

In this video we write a script that conforms asset element (Textures, Meshes, materials....) names to our naming convention...and then moves the assets into subfolders under the appropriate asset.

Keeping our project nice and tidy without any manual work.

In the ...Build.cs file you need to add the last two modules "Blutility" and "EditorScriptingUtilities".

Your final line should look like this...
PublicDependencyModuleNames.AddRange(new string[ ] { "Core", "CoreUObject", "Engine", "InputCore", "Blutility", "EditorScriptingUtilities" });


You also need to add the path to the blutility module, so add this line...
PublicIncludePaths.AddRange(new string[ ] {System.IO.Path.GetFullPath(Target.RelativeEnginePath) + "Source/Editor/Blutility/Private"});

コメント