检查字符串打印的位置: 如果你是在游戏运行时尝试打印字符串到视口(例如,使用DrawDebugString),确保你的打印代码在正确的生命周期阶段执行,并且视口没有被其他UI元素遮挡。 使用DrawDebugString的示例代码: cpp FString Message = TEXT("Hello, World!"); FVector2D Position(100, 100); FColor Color = FColor:...
DrawBoneNames: 绘制骨骼名称,但由于DrawDebugString的实现原因,目前DrawBoneNames在RewindDebugger暂不可用 DrawSampleLabels: 绘制Trajectory每个Sample点的信息,但由于DrawDebugString的实现原因,目前DrawSampleLabels在RewindDebugger暂不可用 DrawSampleWithColorGradient: 绘制Trajectory每个Sample点颜色时是否使用渐变色来区分Sam...
调试所有对象的PackageMap序列化。 net.PackageMap.DebugObject 调试特定对象的PackageMap序列化。 net.Replication.DebugProperty 调试指定属性的复制。 net.RPC.Debug 启用后可以打印所有已发送的RPC。 `net.UseGranularNetworkTracking** 启用后可以提供有关网络内存使用情况的对象列表打印信息。 net.RepMovement.DrawDeb...
关于FPS的位置在17800多行找到UEngine::RenderStatFPS方法。 // Draw the FPS counter. Canvas->DrawShadowedString(X, Y, *FString::Printf(TEXT("%5.2 FPS"), GAverageFPS), Font,FPSColor); // Draw the frame time. Canvas->DrawShadowedString(X, Y, *FString::Printf(TEXT("%5.3 ms"), GAver...
DrawDebugSphere():绘制编辑状态下能够看到的球,需要依次传入世界指针,坐标,半径,分段(越高球的顶点越多),是否一直存在(true为球绘制后一直存在,不受存在时间影响),存在时间 DrawDebugSphere(GetWorld(), HitResult.Location, 10, 10, FColor::Green, false, 3); (GameFramework/Actor.h)...
如需要在HUD中显示FString,使用 Canvas 调用FCancas::DrawText()函数 Canvas->DrawText(BigFont, TestHUDString, 110.0f, 110.0f); /*必须在HUD类的DrawHUD()函数中调用DrawItem()函数,或在以DrawHUD()开始的函数链中调用*/ 1. 2. > **调试信息** > > ### **打印到视口** FString...
Allow drawing debug shapes from Python: points, lines, arrows, boxes, and strings (world.debug.draw_*) Added id (id of current episode) and map name to carla.World Exposed traffic lights and signs as actors. Traffic lights have a specialized actor class that has the traffic light state (...
CustomProperties Pin (PinId=C00B93904E5B083D89A647B77DE1231B,PinName="DrawDebugType",PinToolTip="Draw Debug Type\nEDrawDebugTrace枚举值",PinType.PinCategory="byte",PinType.PinSubCategory="",PinType.PinSubCategoryObject=/Script/CoreUObject.Enum'"/Script/Engine.EDrawDebugTrace"',PinType.PinSub...
ai.crowd.DrawDebugBoundaries Draw shared navmesh boundaries used by crowd simulation.0: Disable, 1: Enable ai.crowd.DrawDebugCollisionSegments Draw colliding navmesh edges, requires ai.crowd.DebugSelectedActors.0: Disable, 1: Enable ai.crowd.DrawDebugCorners Draw path corners data, requires ai.cro...
Engine SharedPCH - 'C:\Program Files\Epic Games\UE_5.3\Engine\Source\Runtime\Experimental\Chaos\Public\Chaos\ChaosDebugDrawDeclares.h' is not exporting types so we are ignoring the dependency Engine SharedPCH - 'C:\Program Files\Epic Games\UE_5.3\Engine\Source\Runtime\Experimental\Chaos\Publi...