}voidStopRenderingThread(){//This function is not thread-safe. Ensure it is only called by the main game thread.check(IsInGameThread() );//unregisterIConsoleManager::Get().RegisterThreadPropagation();//stop the render thread heartbeat firstif(GRunRenderingThreadHeartbeat) { GRunRenderingThreadHe...
{//Don't sync to the RHI and GPU if GtSyncType is disabled, or we're not vsyncing//@TODO: do this logic in the caller?staticauto CVarVsync = IConsoleManager::Get().FindConsoleVariable(TEXT("r.VSync"));//是否开了VSynccheck(CVarVsync !=nullptr);if( GTSyncType ==0|| CVarVsy...
Accessing an Array Variable From One Function in Another Function Within the Same Class I have three functions within one class. The function listUpdates() is supposed to return $this->authors; How can I access this value in another function within the same class? I'm attempting to ac.....
Is there a way to, given an iOS or macOS codebase, determine the lowest possible IPHONEOS_DEPLOYMENT_TARGET or MACOSX_DEPLOYMENT_TARGET I can safely set for a project, in order to capture the largest ... Why can't I access a "$:" aka reactive variable inside the script tags in svelte...
为什么我在蓝图里没法调用角色里面设置的全局变量,总是显示variable is not in scope?哪位大神解答一下, 分享回复赞 ue4吧 雪绒花743 请问大佬们,为什么设计角色蓝图没有最大交互距离? 分享51 ue4吧 iriseup 我的蓝图窗口外边框多了一圈黄圈,然后也编译不了了,是误触啥了 分享3赞 正在加载... ...
IsProcessingTasks: 是否正在执行方法。 FNameTaskThread: FTaskThreadBase的子类,简单来说,UE4里内置的用这个,如游戏线程,渲染线程。 FTaskThreadAnyThread: FTaskThreadBase的子类,简单来说,没有固定用途的用这个,如自己用来做啥做啥。 FRunnable: 说是线程执行体,是不是有点搞晕了,其实你看下面他渲染线程的子...
{get{returnInner.ShadowVariableWarningLevel; } }publicWarningLevel UnsafeTypeCastWarningLevel {get{returnInner.UnsafeTypeCastWarningLevel; } }publicboolbUndefinedIdentifierErrors {get{returnInner.bUndefinedIdentifierErrors; } }publicboolbUseFastMonoCalls ...
2. 可通过IsPendingKill函数来判断一个UObject是否处于PendingKill状态 3. 调用ClearPendingKill函数来清除PendingKill状态 防止被GC的方法 1. 调用AddToRoot函数将UObject对象加到根节点Root上 LogReferenceChain:(root)MyObject /Engine/Transient.MyObject_0isnot currently reachable. ...
一、目录结构 命名规则说明: AIC:AI控制器 BB:黑板 BT:行为树 BTT:任务 二、蓝图设置 1.AIController设置: 2.黑板设置: 3.Tasks设置: 注意: 1.可通过调整 GetRandomLocationInNavigableRadius 的 Radius 值,调整角色巡逻范围。 2.Finish Execute 必须设置,该节点返回 true 行为树才...UE4...
UPROPERTY()- Enables a member variable of a UCLASS or a USTRUCT to be used as a UPROPERTY. A UPROPERTY has many uses. It can allow the variable to be replicated, serialized, and accessed from Blueprints. They are also used by the garbage collector to keep track of how many references th...