从网格体中删除选定插槽。 (DELETE) 复制插槽(Duplicate Socket) 复制选定插槽。 (CTRL + D) 配置(Configuration) 编辑器偏好设置(Editor Preferences) 提供了一个选项列表,点击其中任意选项都会打开编辑器偏好设置(Editor Preferences)的对应部分,可在其中修改虚幻编辑器偏好设置。 项目设置(Project Settings) 提供了一...
ClipCameraRayToAbilityRange的使用目的有点复杂,是因为GASShooter使用了如下的互动逻辑:它使用的实际判断位置并非玩家视点,而是一个处于玩家模型上的socket(在第一人称模式下,是持枪点),这会导致技能距离出现微小的差异,这个函数是为了将本来可能长于
OpenDriveActor has been rewritten using the Waypoint API, this has fixed some bugs Remove crash reporter from packaged build Improved simulator fatal error handling, now uses UE4 fatal error system LibCarla server pipeline now compiles with exceptions disabled for better performance and compatibility wi...
[InSocket](const FWebSocketConnection& Connection) { return Connection.Socket == InSocket; }); XhDebugLog("OnSocketClose " + FString::FromInt(Index), 10, FColor::Red); if (Index != INDEX_NONE) { OnConnectionClosed().Broadcast(Connections[Index].Id); Connections.RemoveAtSwap(Index); }...
另外,Lua文件打包成Pak可以用我之前开源的UE资源打包工具:hxhb/HotPatcher,而且我基于UnLua自己修改了一个版本,添加了一些额外的优化,源码集成了Luasocket/Luapanda/lpeg/Sproto/Luacrypt库,可以直接使用LuaPanda调试,Github地址为:hxhb/debugable-unlua. PS:我建了一个QQ群(958363331),可以交流一下UE4热更新的相关问题...
classFUdpSocketSender:public FRunnable, private FSingleThreadRunnable {/** * Gets single thread interface pointer used for ticking this runnable when multi-threading is disabled. * If the interface is not implemented, this runnable will not be ticked when FPlatformProcess::SupportsMultithreading() is...
Engine SharedPCH - 'C:\Program Files\Epic Games\UE_5.3\Engine\Source\Runtime\Net\Common\Public\Net\Common\Sockets\SocketErrors.h' is not exporting types so we are ignoring the dependency Engine SharedPCH - 'C:\Program Files\Epic Games\UE_5.3\Engine\Source\Runtime\Engine\Public\EngineDefine...
ActorInfo* ActorInfo, const FGameplayAbilitySpec& Spec); /** 当技能从ASC中移除时调用 */ virtual void OnRemoveAbility(const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilitySpec& Spec) {} /** 当avatar actor被设置/更改时调用 */ virtual void OnAvatarSet(const FGameplayAbilityActor...
删除插槽(Delete Socket) 从网格体中删除选定插槽。 (DELETE) 复制插槽(Duplicate Socket) 复制选定插槽。 (CTRL + D) 配置(Configuration) 编辑器偏好设置(Editor Preferences) 提供了一个选项列表,点击其中任意选项都会打开编辑器偏好设置(Editor Preferences)的对应部分,可在其中修改虚幻编辑器偏好设置。
voidULoadingScreenManager::Tick(floatDeltaTime)UpdateLoadingScreen();voidULoadingScreenManager::UpdateLoadingScreen()HideLoadingScreen();voidULoadingScreenManager::HideLoadingScreen()RemoveWidgetFromViewport();voidULoadingScreenManager::RemoveWidgetFromViewport()GameViewportClient->RemoveViewportWidgetContent(LoadingScre...