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...
Tick(float DeltaTime):在游戏中每帧执行,其中,DeltaTime是每帧间隔时间 (DrawDebugHelper.h) DrawDebugLine():绘制编辑下能够看到的线 FVector Start = GetComponentLocation(); FVector End = Start + GetForwardVector() * MaxGrabDistance; DrawDebugLine(GetWorld(), Start, End, FColor::Red); DrawDebug...
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...
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...
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...
FGameplayDebuggerCategory_Mass::CollectData 函数根据各种开关的状态收集 Debug 信息;FGameplayDebuggerCategory_Mass::DrawData 负责在屏幕上绘制相关信息。 UMassDebugStateTreeProcessor UMassDebugStateTreeProcessor::Execute 中根据 UE::Mass::Debug::IsDebuggingEntity 判断是否是选中的 Entity,如果是的话,利用 FStat...
{ int idx = indices[i]; std::string prename = classes[classIds[idx]]; if (prename == "person") { ++FindPerson; } //drawPred(classIds[idx], confidences[idx], box.x, box.y,box.x + box.width, box.y + box.height, frame); } boxes.resize(0); confidences.resize(0); indices...