Scea shared source license 1.0




















Licensor hereby grants to You, free of charge subject to the terms and conditions of this License, an irrevocable, non-exclusive, worldwide, perpetual, and royalty-free license to use, modify, reproduce, distribute, publicly perform or display the Software in Object or Source Form. SCEA welcomes contributions in form of modifications, optimizations, tools or documentation designed to improve or expand the performance and scope of the Software collectively "Contributions". Per the terms of this License You are free to modify the Software and those modifications would belong to You.

Should SCEA elect to include any such Contributions into the Software, it shall do so at its own risk and may elect to give credit or special thanks to any such contributors in the attached copyright notice. However, if any of Your contributions are included into the Software, they will become part of the Software and will be distributed under the terms and conditions of this License.

Licensor hereby grants to You, free of charge subject to the terms and conditions of this License, an irrevocable, non-exclusive, worldwide, perpetual, and royalty-free license to use, modify, reproduce, distribute, publicly perform or display the Software in Object or Source Form.

SCEA welcomes contributions in form of modifications, optimizations, tools or documentation designed to improve or expand the performance and scope of the Software collectively "Contributions". Per the terms of this License You are free to modify the Software and those modifications would belong to You.

Should SCEA elect to include any such Contributions into the Software, it shall do so at its own risk and may elect to give credit or special thanks to any such contributors in the attached copyright notice. However, if any of Your contributions are included into the Software, they will become part of the Software and will be distributed under the terms and conditions of this License. You may redistribute copies of the Software, modifications or derivatives thereof in Source Code Form, provided that You:.

Obviously all of this stuff should be made recursive, check the glTFRuntimeAssetActor implementation for some idea:. The default behaviour is to search for the first file with. No more checks are made by the three functions. All of the other checks are made by the glTFRuntimeAsset returned by them.

The glTFRuntimeAsset instances triggers an event whenever an error is found during parsing or assets generation.

You can subscribe to this event easily:. Remember, when allowing users to mod your game, spit out any error generated by glTFRuntime. It will help them in fixing their assets. Commercial support is offered by Unbit Rome, Italy. Just enter the discord server and direct message the admin, or drop a mail to info at unbit dot it.

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View code. Assets can be loaded from the filesystem, http servers or raw json strings. StaticMeshes can be imported as SkeletalMeshes with a single root bone and the opposite. It is perfect for testing, but you are encouraged to implement more advanced structures. The glTFLoadAssetFromUrl function is an asynchronous one, the related event will be triggered when the asset is loaded.

In the following example we will load a single StaticMesh the Suzanne part of the previous asset, without the Hat and we will assign it to an already existent StaticMesh actor in the scene i have dragged a classic Cube here : The LoadStaticMesh function expects the index of a mesh into the glTF file.

We are lucky as we know the index 0 is Suzanne, but you can load StaticMeshes by name too the same name you set in Blender : Notes: As we are reusing an already configured StaticMesh Actor, Suzanne will inherit the previously set material slot If you change Suzanne with 'Cone', you will get the Cone mesh obviously but without the transform applied read: no rotation, no scale, no translation , transforms are set into the glTF Node more on nodes traversing later Materials Materials, included PBR values and Textures as well as Slots, are automatically managed.

Let's change the Level Blueprint to use another approach: This time we dinamically create a StaticMeshComponent and we assign the StaticMesh to it note again the wrong transform : What if we want to change the UberMaterial?



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