0.寻找Actor
ALandscape *land=nullptr;
for (TActorIterator<ALandscape> It(GEditor->GetEditorWorldContext().World()); It; ++It) {
if (It) {
FString name = It->GetName();
if (name == "Landscape_0")
{
UE_LOG(LogTemp, Log, TEXT("已找到%s"), *name);
land = *It;
break;
}
}
}
if (land == nullptr)
{
UE_LOG(LogTemp, Log, TEXT("未找到"));
return;
}
1.获取材质球
UMaterialInterface *matInterFace= land->GetLandscapeMaterial();
2.获取材质球属性
UMaterialInterface *matInterFace= land->GetLandscapeMaterial();
UTexture *tex = nullptr;
FName texName="Color01";
matInterFace->GetTextureParameterValue(texName,tex,false);
if (tex != nullptr)
{
FString fullName = tex->GetPathName();
UE_LOG(LogTemp, Log, TEXT("已找到Color01的图为%s"),*fullName);
}
3.动态设置材质球属性
UMaterialInstanceConstant *materialConstantInstance = nullptr;
materialConstantInstance = Cast<UMaterialInstanceConstant>(matInterFace);
materialConstantInstance->SetTextureParameterValueEditorOnly(FName("Color02"), tex);
3.5.创建文件夹
VerifyOrCreateDirectory("D:\\WWW");
bool SLPanel::VerifyOrCreateDirectory(const FString& TestDir)
{ // Every function call, unless the function is inline, adds a small
// overhead which we can avoid by creating a local variable like so.
// But beware of making every function inline!
IPlatformFile& PlatformFile = FPlatformFileManager::Get().GetPlatformFile(); // Directory Exists?
if (!PlatformFile.DirectoryExists(*TestDir))
{
PlatformFile.CreateDirectory(*TestDir); if (!PlatformFile.DirectoryExists(*TestDir))
{
UE_LOG(LogTemp, Log, TEXT("未能成功创建"));
return false;
//~~~~~~~~~~~~~~
}
}
UE_LOG(LogTemp, Log, TEXT("已成功创建"));
return true;
}
4.创建图片
SaveTextureToDisk(Cast<UTexture2D>(tex),"D:\\Output\\1.png"); void SaveTextureToDisk(UTexture2D* texture, const FString& file)
{
TextureCompressionSettings prevCompression = texture->CompressionSettings;
TextureMipGenSettings prevMipSettings = texture->MipGenSettings;
texture->CompressionSettings = TextureCompressionSettings::TC_VectorDisplacementmap;
texture->MipGenSettings = TextureMipGenSettings::TMGS_NoMipmaps;
texture->UpdateResource();
FTexture2DMipMap* MM = &texture->PlatformData->Mips[]; TArray<FColor> OutBMP;
int w = MM->SizeX;
int h = MM->SizeY; OutBMP.SetNumUninitialized(w*h); FByteBulkData* RawImageData = &MM->BulkData; FColor* FormatedImageData = static_cast<FColor*>(RawImageData->Lock(LOCK_READ_ONLY));
if (FormatedImageData)
{
for (int i = ; i < (w*h); ++i)
{
OutBMP[i] = FormatedImageData[i];
OutBMP[i].A = ;
} RawImageData->Unlock();
FIntPoint DestSize(w, h); FString ResultPath;
FHighResScreenshotConfig& HighResScreenshotConfig = GetHighResScreenshotConfig();
HighResScreenshotConfig.SaveImage(file, OutBMP, DestSize, nullptr);
}
else
{
UE_LOG(LogTemp, Error, TEXT("SaveTextureToDisk: could not access bulk data of texture! Texture: %s"), *texture->GetFullName());
} texture->CompressionSettings = prevCompression;
texture->MipGenSettings = prevMipSettings;
}
5.图片转二维数组
TArray<TArray<FColor>> SLPanel::GetArrayFromLocalTex(const FString &_TexPath)
{
TArray<TArray<FColor>> colorArray; TArray<uint8> OutArray;
if (FFileHelper::LoadFileToArray(OutArray, *_TexPath))
{
int length = OutArray.Num();
int size =FMath::Sqrt(length / );
colorArray.Init(TArray<FColor>(),size);
for (int index = ; index < size; index++)
{
colorArray[index].Init(FColor(), size);
}
int count = ;
for (int i = ; i < size; i++)
for (int j = ; j < size; j++)
{
colorArray[i][j].R = OutArray[count++];
colorArray[i][j].G = OutArray[count++];
colorArray[i][j].B = OutArray[count++];
colorArray[i][j].A = OutArray[count++];
}
}
else
{
colorArray.Init(TArray<FColor>(), );
}
return colorArray;
}
6.获取地形混合图3维数组
ULandscapeComponent* landComponent=Cast<ULandscapeComponent>(land->GetComponentByClass(ULandscapeComponent::StaticClass()));
TArray<UTexture2D*> weightTextures = landComponent->WeightmapTextures;
ALandscapeProxy *proxy = landComponent->GetLandscapeProxy();
ULandscapeInfo*LandscapeInfo = proxy->GetLandscapeInfo();
for (int32 i = ; i < LandscapeInfo->Layers.Num(); ++i)
{
ULandscapeLayerInfoObject*LayerInfo = LandscapeInfo->Layers[i].LayerInfoObj;
if (LayerInfo)
{ FString LayerName = "D:/Output/" + LayerInfo->LayerName.ToString() + ".png";
LandscapeInfo->ExportLayer(LayerInfo, LayerName);
}
}
7.动态更换地形材质球
UMaterialInterface* newMat = LoadObject<UMaterialInterface>(NULL, TEXT("MaterialInstanceConstant'/Game/Landscape_2_Inst.Landscape_2_Inst'"));
land->LandscapeMaterial = newMat;
8.脚本创建材质实例
UMaterial* newMat = LoadObject<UMaterial>(NULL, TEXT("Material'/Game/Landscape.Landscape'"));
FAssetToolsModule &AssetToolsModule = FModuleManager::Get().LoadModuleChecked<FAssetToolsModule>("AssetTools");
UMaterialInstanceConstantFactoryNew* Factory = NewObject<UMaterialInstanceConstantFactoryNew>();
Factory->InitialParent = newMat;
FString AssetPath = TEXT("/Game/");
UMaterialInstanceConstant *MInst = CastChecked<UMaterialInstanceConstant>(AssetToolsModule.Get().CreateAsset(TEXT("MatInstance"), FPackageName::GetLongPackagePath(AssetPath), UMaterialInstanceConstant::StaticClass(), Factory)); if (MInst)
{
MInst->SetFlags(RF_Standalone);
MInst->MarkPackageDirty();
MInst->PostEditChange();
}
9.脚本创建dds
UE_LOG(LogTemp, Error, TEXT("开始合并dds"));
//FString exeStr = "D:\\software\\PowerVR\\Tool\\PVRTexTool\\CLI\\Windows_x86_64\\PVRTexToolCLI.exe";
//FString exeStr = "G:\\UEProject\\UESource\\LocalBuilds\\Engine\\Windows\\Engine\\Binaries\\ThirdParty\\ImgTec\\PVRTexToolCLI.exe";
FString exeStr = FPaths::EngineDir()+"Binaries/ThirdParty/ImgTec/PVRTexToolCLI.exe";
const TCHAR* url= *exeStr; FString paraStr = "C:\\Users\\Administrator> PVRTexToolCLI -m 1 -f b8g8r8a8 -i D:\\Texs\\0.tga,D:\\Texs\\1.tga,D:\\Texs\\2.tga,D:\\Texs\\3.tga -array -r 512,512 -o D:\\Output\\2dArray.dds";
const TCHAR* paras=*paraStr;
FPlatformProcess::CreateProc(url,paras, true, false, false, nullptr, -, nullptr, nullptr);
10.脚本创建LayerInfo
FName LayerName = FName("layer03");
FName LayerObjectName = FName("Layer03_LayerInfo");
FString PackageName =FString("/Game/") + LayerObjectName.ToString();
UPackage* Package = CreatePackage(nullptr, *PackageName);
ULandscapeLayerInfoObject* LayerInfo = NewObject<ULandscapeLayerInfoObject>(Package, LayerObjectName, RF_Public | RF_Standalone | RF_Transactional);
LayerInfo->LayerName = LayerName;
LayerInfo->bNoWeightBlend =false;
const UObject* LayerInfoAsUObject = LayerInfo; // HACK: If SetValue took a reference to a const ptr (T* const &) or a non-reference (T*) then this cast wouldn't be necessary
//ensure(PropertyHandle_LayerInfo->SetValue(LayerInfoAsUObject) == FPropertyAccess::Success);
// Notify the asset registry
FAssetRegistryModule::AssetCreated(LayerInfo);
// Mark the package dirty...
Package->MarkPackageDirty();
// Show in the content browser
TArray<UObject*> Objects;
Objects.Add(LayerInfo);
GEditor->SyncBrowserToObjects(Objects);
11.动态指定LayerInfo(目前还无法做到刷新,但点击其他模式就行了)
ULandscapeComponent* landComponent = Cast<ULandscapeComponent>(land->GetComponentByClass(ULandscapeComponent::StaticClass()));
TArray<UTexture2D*> weightTextures = landComponent->WeightmapTextures;
ALandscapeProxy *proxy = landComponent->GetLandscapeProxy();
ULandscapeInfo*LandscapeInfo = proxy->GetLandscapeInfo(); ULandscapeLayerInfoObject* obj= LoadObject<ULandscapeLayerInfoObject>(NULL, TEXT("LandscapeLayerInfoObject'/Game/ALayer03_LayerInfo.ALayer03_LayerInfo'"));
LandscapeInfo->ReplaceLayer(LandscapeInfo->Layers[].LayerInfoObj,obj);
FLandscapeInfoLayerSettings& LayerSettings = LandscapeInfo->Layers[];
LayerSettings.LayerInfoObj =obj;
12.自动import资源https://www.cnblogs.com/username/p/7483340.html
FAssetToolsModule &AssetToolsModule = FModuleManager::Get().LoadModuleChecked<FAssetToolsModule>("AssetTools");
IAssetTools& AssetTool = AssetToolsModule.Get();
TArray<FString> fileArray;
fileArray.Init(FString("D://Output//Layer01.png"),);
AssetTool.ImportAssets(fileArray, FString("/Game"),NULL);
设置权重数据bool LandscapeEditorUtils::SetWeightmapData(ALandscapeProxy* Landscape, ULandscapeLayerInfoObject* LayerObject, const TArray<uint8>& Data)
获得权重数据 void GetWeightData(ULandscapeLayerInfoObject* LayerInfo, int32& X1, int32& Y1, int32& X2, int32& Y2, TMap<FIntPoint, uint8>& SparseData);
或者 LandscapeEdit文件中:void ULandscapeComponent::InitWeightmapData(TArray<ULandscapeLayerInfoObject*>& LayerInfos, TArray<TArray<uint8> >& WeightmapData)
这里面貌似高度图之类的东西都有,以后可以参考
FEdModeLandscape* LandscapeEdMode = (FEdModeLandscape*)GLevelEditorModeTools().GetActiveMode(FBuiltinEditorModes::EM_Landscape); 这个为nullptr就表示当前不在刷地形栏
void FLandscapeEditorCustomNodeBuilder_TargetLayers::OnTargetLayerCreateClicked(const TSharedRef<FLandscapeTargetListInfo> Target, bool bNoWeightBlend) 创建Layer