打开对应的目录,目录下的确有这个对应地umap文件,文件名和窗口中的提示一样,所以应该是地图文件失效,却又被项目引用了导致的问题(类似于空指针问题) 解决办法: 1. 可以单独启动引擎 可能是因为以前选择的地图文件失效导致的问题 进入【项目设置->地图和模式】,重新选择下面的四个地图,为了保险起见,最好每个都重新...
打开对应的目录,目录下的确有这个对应地umap文件,文件名和窗口中的提示一样,所以应该是地图文件失效,却又被项目引用了导致的问题(类似于空指针问题) 解决办法: 1. 可以单独启动引擎 可能是因为以前选择的地图文件失效导致的问题 进入【项目设置->地图和模式】,重新选择下面的四个地图,为了保险起见,最好每个都重新...
D:\svn\UnrealEngine\Engine\Plugins\Compositing\OpenColorIO\Source\OpenColorIO\Private\OpenColorIOShaderMap.cpp(347): GetDerivedDataCacheRef().Put(*GetOpenColorIOShaderMapKeyString(GetContent()->ShaderMapId, GetShaderPlatform()), SaveData, FStringView(*GetFriendlyName())); D:\svn\UnrealEngine\Engine\...
LastRenderTimeOnScreen和WasRecentlyRendered都不能作为是否可见的标准 WasRecentlyRendered会跟ShadowMap相关,即角色没有显示,但阴影绘制了依然算可见,LastRenderTimeOnScreen虽然跟Shadow没关系,但跟剔除有关,手机硬件剔除比较保守,肯定会出现即使看不见也会渲染的情况(例如一堵墙后面有一个NPC),依然渲染会导致GetLastRe...
模块(Module)是构成Unreal Engine的基本元素,每个Module(build.cs)封装和实现了一组功能,并且可以供其他的Module使用。 整个Unreal Engine就是靠各个Module组合来构成一个插件(uplugin)、项目(uproject)和目标(Target.cs)
If a solid pixel is found (solid meaning having an alpha value greater than the click-through alpha threshold specified in the view component) the event is handled. If none of the HUD views should handle the mouse event, a raycast through the mouse position is made. Depending on ...
LogMaterial: Missing cached shader map for material M_UE4Man_Body, compiling.LogCook:Display: Cooking /Game/Mannequin/Character/Materials/M_UE4Man_ChestLogo -> C:/Users/36946/Documents/Unreal Projects/我的项目2/Saved/Cooked/WindowsNoEditor/我的项目2/Content/Mannequin/Character/Materials/M_UE4Man_...
LogPlayLevel: 在 AutomationTool.ProjectParams..ctor(String RawProjectPath, CommandUtils Command, String Device, String MapToRun, String AdditionalServerMapParams, ParamList`1 Port, String RunCommandline, String StageCommandline, String BundleName, String StageDirectoryParam, Nullable`1 StageNonMonolithic...
// If we don't have a viewport specified to catch the stat commands, use to the game viewport if (GStatProcessingViewportClient == NULL) { GStatProcessingViewportClient = GameViewport; } // See if any other subsystems claim the command. ...
With these core concepts, you can really begin stumbling around and making useful scripts and tools! In Practice Let’s query all StaticMeshes in a level (the default UE4 map). First thing is to load the level: import