1//调用2ShowMap_2(Map1,1);3ShowMap_2(Map1,2); 回到顶部 3. 通过 FindRef 查找 Map 1auto ShowMap_3 = [](constTMap<int32, FString> Value, int32 Key)->void2{3if(Value.Contains(Key))4{5constFString Vall =Value.FindRef(Key);6if(&Vall !=nullptr)7{8//UE_LOG(LogTemp, Display,...
MultiThread::ThreadClass *tempThread = MultiThread::threadList.Find(threadName);if (tempThread) {delete tempThread;MultiThread::threadList.Remove(threadName);}}// 停止void MultiThread::stop(FString threadName) {MultiThread::ThreadClass *tempThread = MultiThread::threadList.Find(threadName);if ...
// we can't create the channel if the client is in a different world than we are // or the package map doesn't support the actor's class/archetype (or the actor itself in the case of serializable actors) // or it's an editor placed actor and the client hasn't initialized the le...
UClass* MyObjectHit = FindObject<UClass>(ANY_PACKAGE, *MyObjectPath);//在游戏启动初始化时就已创建,因此可以直接Find到UClass* MyObjectClass = LoadClass<UMyObject>(nullptr, *MyObjectPath);//MyObjectClass为UClass*类型 与MyObjectHit相等//UClass* MyObjectClass = StaticLoadClass(UMyObject::StaticClass...
AGameModeBase*UGameInstance::CreateGameModeForURL(FURLInURL,UWorld*InWorld){省略了部分代码// Get the GameMode class. Start by using the default game type specified in the map's worldsettings. It may be overridden by settings below.TSubclassOf<AGameModeBase>GameClass=Settings->DefaultGameMode;省略...
该函数用来反序列化FLinkerTables中的DependsMap,它的大小与ExportMap的大小一致,调用FArchiveFileReaderGeneric::Serialize()函数来反序列化它。UObject* FLinkerLoad::FindExistingExport(int32 ExportIndex) { FObjectExport& Export = ExportMap[ExportIndex]; //如果Object已经找到,则return if (Export.Object) { ...
I also tried using the master branch from github by cloning it onto the Plugins folder for the UE4 project, then building the plugin from source when UE4 loads up the project. The same two methods of installing the plugin lead me to the same error: The error the keeps repeating is: ...
it launched UE and I saw (using nvidia-smi) that the right GPU was in use for rendering. All I need to do now is to find on what X screen did I render UE GUI ;) or Ill explore offscreen rendering and batching UE jobs without needs for UE GUI. ...
// remember it in our format map ExistingFormat = &CompressionFormats.Add(FormatName, CompressionFormat); break; } } if(ExistingFormat ==nullptr) { if(bErrorOnFailure) { UE_LOG(LogCompression, Error,TEXT("FCompression::GetCompressionFormat - Unable to find a module or plugin for compression...
By default you will be unable to trigger an activation past the first one (though there is an option to be able to reset a running ability when pressing the activate-button), and it will be considered permanently active for all intents and purposes. This may mess with other abilities or ...