报错信息:the breakpoint will not currently be hit a copy was found but the current source code is different from the version built into to allow this for all breakpoints disable t... 查看原文 UE4 无法保存资产The asset uasset failed to save解决 correctly: 网上有很多解决方式,不过最终发现是UE...
Problem is: context variable _curIndex is set when there is first call of switchTo (at point a): It's interesting that if we comment point b the variable is null at point a. There are no external sets...Using PHP's session_start(); more than once? Will it clear the past session...
At this point, pretty much any solution to this would be "ugly". But I think thatue4 build-targetcould search for.projectfile in parent directory and implicitly add-project=...flag if said file was found. Though, I'm not fully sure, if this gonna break something in other use cases. ...
* (Don't use in any other thread or better don't use references to avoid the potential pitfall).*/ECVF_RenderThreadSafe=0x20,/*ApplyCVarSettingsGroupFromIni will complain if this wasn't set, should not be combined with ECVF_Cheat*/ECVF_Scalability=0x40,/*those cvars control other cvars...
"Pause" (if the application is running) that allows you to pause execution and break into the debugger, or "Continue" (F5) if the application has hit a breakpoint and you wish to continue running. "Step Over" (F10) that allows you to step over code when stepping in the debugger. ...
* This is a slow operation, use with caution e.g. do not use every frame. * @param Interface Interface to find. Must be specified or result array will be empty. * @param OutActors Output array of Actors of the specified interface. ...
* @note The 'Teleport' flag is currently always treated as 'None' (not teleporting) when used in an active FScopedMovementUpdate. * @return True if some movement occurred, false if no movement occurred. Result of any impact will be stored in OutHit. ...
// If we are playingroot motion, set this instance as the one providing root motion. if (MontageToPlay->HasRootMotion()) { RootMotionMontageInstance = NewInstance; } //AnimMontage.h /** AnimMontage instances that are running currently ...
Unity is event-driven by design. Normally the game loop is hidden from sight, but it does exist “behind the scenes”, so everything basically happens in the same thread,1so you don’t need to care about inter-thread synchronisation, phew. From our point of view, Unity is an ad-hoc ...
/** Breakpoint; only observed in the editor; executing it at any other time is a NOP */ DECLARE_FUNCTION(execBreakpoint); /** Tracepoint; only observed in the editor; executing it at any other time is a NOP */ DECLARE_FUNCTION(execTracepoint); DECLARE_FUNCTION(execWireTracepoint); /...