//GameViewportClient.cpp bool UGameViewportClient::HandleHighresScreenshotCommand( const TCHAR* Cmd, FOutputDevice& Ar ) { //解析命令参数,保存到HighResScreenshotConfig中 if (GetHighResScreenshotConfig().ParseConsoleCommand(Cmd, Ar)) { //在Viewport中置标志位,其实就是bTakeHighResScreenShot Viewpo...
}voidUpdatePrimitiveToDistanceFieldInstanceMapping(FScene& Scene, FRHICommandListImmediate& RHICmdList); private:// 从构建数据增加FLumenMeshCards.int32AddMeshCardsFromBuildData(constFMatrix& LocalToWorld,constFMeshCardsBuildData& MeshCardsBuildData,floatResolutionScale); }; 由此可知,FLumenSceneData存储着...
-In Composer : Set composer to Full HD rendering -In Unreal :Set antialiasing to TSR and in the level blueprint add a console command r.ScreenPercentage 75 At last, in your experience, is there a quality or performance advantage to use FSR 2 plugin or DLSS 2 plugin over native TSR with...
多线程生成 RHICommand,本质上就是创建多个RHICommandList,把记录 RHICommand 的工作发送到其他线程去执行。同时我们在 FRHICommandListImmediate 的链表里去记录一个 RHI Command,这个 RHI Command 的工作,就是先等待 AsyncTask 的结束,再去执行记录在 RHICommandList 里的 RHI Command。 需要明确的是这个 RHI Comma...
Git LFS 2 File Locks Git console command for the Editor Windows, Mac and LinuxWhat cannot be done presentlyBranch/Merge are not in the current Editor workflow Amend a commit is not in the current Editor workflow Revert All (using either "Stash" or "reset --hard") Configure user name & ...
Git LFS 2 File Locks Git console command for the Editor Windows, Mac and LinuxWhat cannot be done presentlyBranch/Merge are not in the current Editor workflow Amend a commit is not in the current Editor workflow Revert All (using either "Stash" or "reset --hard") Configure user name & ...
4. Open the console via the Tilde key or whatever key you set 5. Enter "r.Shadow.Virtual.Enable 1" Nesh Double Agent Legend Oct 17, 2023 #5,378 davis.anthony said: This is the only UE5 game that's impressed me on occasion. View attachment 9785 Which games is this? dav...
}voidUpdatePrimitiveToDistanceFieldInstanceMapping(FScene& Scene, FRHICommandListImmediate& RHICmdList); private:// 从构建数据增加FLumenMeshCards.int32AddMeshCardsFromBuildData(constFMatrix& LocalToWorld,constFMeshCardsBuildData& MeshCardsBuildData,floatResolutionScale); ...
complete with buildings, vehicles, and crowds of MetaHuman characters. The project demonstrates how we used new and improved systems in Unreal Engine 5—including World Partition, Nanite, Lumen, Chaos, Rule Processor, Mass AI, Niagara, MetaHumans, MetaSounds, and Temporal Super Resolution—to creat...