UMaterialInterface *MI = ModelActor->GetSingleMaterial();
UMaterialInstanceDynamic *MID = Cast<UMaterialInstanceDynamic>(MI);
UTexture *Texture;
if (MID->GetTextureParameterOverrideValue("自定义纹理节点字符串", Texture))
{
UTexture2D *Texture2D = Cast<UTexture2D>(Texture);
float Width = Texture2D->GetSizeX();
float Height = Texture2D->GetSizeY();
}
本文介绍如何在Unreal Engine 4中通过UMaterialInstanceDynamic获取并读取自定义纹理参数的尺寸,包括宽度和高度。展示了从材质实例动态中获取纹理参数,并将其转换为UTexture2D类型,进而获取其尺寸的具体实现代码。
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