Get the current timestamp[获取当前时间戳] | Unreal engine Code Snippet 将本地时间转换为时间戳 Convert local time to timestamp[将本地时间转换为时间戳] | Unreal engine Code Snippet 时间戳转为本机时间 Convert timestamp to local time【时间戳转为本地时间】 | Unreal engine Code Snippet 时间戳转...
boolbInGame=false;// Only process mouse down messages if we are not drag/droppingTSharedRef<FSlateUser>SlateUser=GetOrCreateUser(MouseEvent);if(!SlateUser->IsDragDropping()){FReply Reply=FReply::Unhandled();if(0)//if (SlateUser->HasCapture(MouseEvent.GetPointerIndex())){FWidgetPath Mouse...
Num()) { CurrentObject = ObjectsToSerialize[CurrentIndex++]; // 获取当前对象的ReferenceTokenStream auto* TokenStream = &CurrentObject->GetClass()->ReferenceTokenStream; uint32 ReferenceTokenStreamIndex = 0; //当前对象的起始地址 uint8* StackEntryData = (uint8*)CurrentObject; while (true) { //...
SubObject,Connection,Function,Parameters,OutParms,Stack,bIsServer);}else{UE_LOG(LogNet,Warning,TEXT("UNetDriver::ProcessRemoteFunction: No owning connection for actor %s. Function %s will not be processed."),*Actor->GetName(),*Function->GetName());}<...>...
(floatDeltaTime)override;2829//Called to bind functionality to input30virtualvoidSetupPlayerInputComponent(classUInputComponent* PlayerInputComponent)override;3132public:33classUAbilitySystemComponent* GetAbilitySystemComponent()constoverride34{35returnAbilitySystemComponent.Get();36}3738UPROPERTY(BlueprintReadOnly...
FVector NewLocation = GetActorLocation() + (CurrentVelocity * DeltaTime); SetActorLocation(NewLocation); } } } // Called to bind functionality to input void AMyPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) { Super::SetupPlayerInputComponent(InputComponent); ...
= 0; RHICmdList.BeginRenderPass(DepthPrePassRenderPassInfo, TEXT("DepthPrepass")); RHICmdList.SetCurrentStat(GET_STATID(STAT_CLM_MobilePrePass)); // 渲染完整的深度PrePass. RenderPrePass(RHICmdList); // 提交遮挡剔除. RHICmdList.SetCurrentStat(GET_STATID(STAT_CLMM_Occlusion)); Render...
bRegistered || GetAttachParent()->GetAttachChildren().Contains(this) [File:D:\Build\++UE4+Release-4.18+Compile\Sync\Engine\Source\Runtime\Engine\Private\Components\SceneComponent.cpp] [Line: 2001]LogOutputDevice: Error: Attempt to detach SceneComponent 'Cube' owned by 'Weapon_C_0' from ...
This documentation is for the most recent version of UE-V. If you're looking for information about UE-V 2.x, which was included in the Microsoft Desktop Optimization Pack (MDOP), seeGet Started with UE-V 2.x. Follow the steps in this topic to deploy User Experience Virtualization (UE-...
Use the steps in this article to deploy User Experience Virtualization (UE-V) for the first time in a test environment.