DebugString += FString::Printf(TEXT(" %d (%ld ns)"), RefreshRate, RateNs); } } UE_LOG(LogRHI, Log, TEXT("%s"), *DebugString); for (uint64 Rate : RefreshRates) { if ((Rate % QueryFramePace) == 0) { UE_LOG(LogRHI, Log, TEXT("Using Refresh rate %d with sync interval %d...
&Canvas)游戏实际调用UGameViewportClient::Draw BeginDrawDelegate.Broadcast CanvasObject->Canvas =SceneCanvas 设到UCanvas上 FSceneViewFamilyContext ViewFamily(FSceneViewFamily::ConstructionValues(InViewport,MyWorld->Scene,EngineShowFlags).SetRealtimeUpdate(true))//构造FSceneViewFamilyContext ViewFamily遍历所...
LAMBDA>类型#if0//UE_SERVER && UE_BUILD_DEBUGUE_LOG(LogRHI, Warning, TEXT("Render command '%s' is being executed on a dedicated server."), TSTR::TStr())#endifif(IsInRenderingThread())// 如果在渲染线程内直接执行回调而不入队渲染命令.{ ...
voidUEngine::AddOnScreenDebugMessage(uint64Key,floatTimeToDisplay,FColorDisplayColor,constFString&DebugMessage,boolbNewerOnTop,constFVector2D&TextScale){#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)...//大家最常使用的函数调用代码,其他分支未分析FScreenMessageString*NewMessage=new(PriorityScreenMessages)F...
// include draw debu helpers header file #include "DrawDebugHelpers.h" 1. 2. 3. 我们也可以#define一些调试日志的快捷方式。 #define print(text) if (GEngine) GEngine->AddOnScreenDebugMessage(-1, 1.5, FColor::Green,text) #define printFString(text, fstring) if (GEngine) GEngine->AddOnScreen...
(), aa ); } MainMenuWidget->AddToViewport(); //OR: UPROPERTY(EditAnywhere, Category = "AA") TSubclassOf HUDWidgetClass; UMyHUDWidget* HUDWidget = CreateWidget(GetWorld(), HUDWidgetClass); //绘制射线 #include "DrawDebugHelpers.h" DrawDebugLine( GetWorld(), StartLocation1, EndLocation1...
virtual void Draw(FViewport* Viewport,FCanvas* Canvas) {} } /** *游戏视区(FViewport)是平台特定的渲染、音频和输入子系统。 *GameViewportClient是引擎与游戏视区的接口。 *只为游戏的每个实例创建一个GameViewportClient。 *唯一的例外是在编辑器(PIE)模式下,只有一个Engine引擎实例,但是有多个GameInstance...
= nullptr) { OnPlayerSpotted(SpottedPlayer); } DrawDebugLine(GetWorld(), GetActorLocation(), EndLocation, FColor::Red); 编译并启动编辑器。在内容浏览器中找到您的Spotter类,然后左键单击并将副本拖入游戏世界。 当你玩关卡时,你会看到红线显示了Actor正在执行的轨迹。但是,什么也不会发生,因为我们还没...
为了快速在Hierarchical LOD(层次化LOD)版本上进行迭代,现在您可以使用Preview HLOD(预览层次化LOD)选项。这将仅使用Actor边界的可视化表示及其自身没有融合及创建HLOD网格物体的对象创建HLODActor。它们的边界根据为特定Hierarchical LOD(层次化LOD)级别的LODSystem(LOD系统)设置内设置的DrawDistance (描画距离)进行渲染。该...
Instead, you'll have to use the more complex "Draw Texture".You can get the size of the texture using the properties SizeX/SizeY and set them to the Screen W/H input pins of "Draw Texture".Next, you need to set the the texture coordinates that will be used for sampling. ...