游戏开发中的背包、Buff、Task系统等会通过TArray数组去组织数据,这些数据通常需要服务器实时同步到客户端, 对于这种大规模的数组同步情况下,TArray的同步流量消耗不太乐观。即使TArray内部是只同步有修改的数据元素,但是对于数组元素Remove情况下,由于是连续的存储容器,在Remove中间元素时,后面的全部元素都发生了改变,那...
void UMyObject::UMyFunction() { UMyClass* MyObject = NewObject<UMyClass>(this); MyObject->AddToRoot(); // At this point, MyObject will not be garbage collected until it's removed from // the Root Set with RemoveFromRoot(). } 弱引用 下面这些方式不会阻止UObject被垃圾回收 1、在函...
3.调用PlaceItemIntoSlot RemoveItemFromInventory 注意删除Instance后可能会有自动排序操作,可写可不写 1.在InitialComponent或者BeginPlay中创建slot(这个步骤需要优化,以后再说) BulkCreateInventorySlots(SlotTags, FLyraInventoryItemFilterHandle(new FLyraInventoryItemSlotFilter(SlotFilter)), BagSlotCount, AllSlotHandl...
* Array: LeaveArrayElement * Map: LeaveMapElement * Stream: LeaveStreamElement * AttributedValue: LeaveAttribute */ LeaveSlot(); } } else { // Remove all the top elements from the stack CurrentScope.RemoveAt(Slot.Depth + 1, CurrentScope.Num...
清空TArray时,如果该TArray对象还会继续使用,使用Reset()代替Empty(),因为前者不会销毁内存空间。 TArray移除元素时,如果对元素的顺序不关心,可以使用RemoveAtSwap()代替RemoveAt(),前者是用数组末尾的元素来填补内存空洞(移除元素后产生的无效内存空间),而后者是对空洞后的所有元素平移。时间复杂度,前者为O(Removed...
c->RemoveFromRoot(); c= CaptureRTT =nullptr; Async(EAsyncExecution::Thread, [factor]() {//延迟一下FPlatformProcess::Sleep(1.0f*factor); GEngine->ForceGarbageCollection(); }); }); FVector location= UGameplayStatics::GetPlayerCameraManager(InWorld,0)->GetCameraLocation(); ...
{// Make a copy since EndComponentOverlap will remove items from OverlappingComponents.constTInlineOverlapInfoArrayOverlapsCopy(OverlappingComponents);for(constFOverlapInfo& OtherOverlap : OverlapsCopy) { EndComponentOverlap(OtherOverlap, bDoNotifies, bSkipNotifySelf); ...
void RemoveScrolledContent(float CurrentOffset); // 调试日志输出 void DebugLog(const FString& Message); // 检查是否有足够的内容可复制 bool HasSufficientContentTemplate() const; private: // 计时器句柄 FTimerHandle ScrollTimerHandle; // 上次更新时间 ...
void UQuickAssetAction::RemoveUnusedAssets() { TArray<FAssetData> SelectedObject = UEditorUtilityLibrary::GetSelectedAssetData(); TArray<FAssetData> UnusedAssetsDatas; for (auto Object : SelectedObject) { //检索资源的引用数量 TArray<FString> AssetReferencersNums = UEditorAssetLibrary::FindPackageRefer...
RevertAll don't use the Path to workspace root anymore RevertAll only update the status of the reverted files RevertAll Update affected changelists if any like the regular Revert operation Remove the Array member variable FPlasticSourceControlMenu::UnlinkedPackages now that it's unused ...