// Order doesn't matter, there will only ever be one FMassArchetypeData per unique set of fragment types per entity manager subsystem struct FMassArchetypeData { private: // One-stop-shop variable describing the archetype's fragment and tag composition FMassArchetypeCompositionDescriptor Composition...
ParameterMap, StructIt->GetShaderVariableName(), SPF_Mandatory); } } // Register the shader now that it is valid, so that it can be reused //Register(false); } 在这里GlobalShader的编译和收集就完成了。在FTestShader的例子中,可以看到在构造FTestShader实例的时候,FTestShader的构造函数和其...
this runnable will not be ticked when FPlatformProcess::SupportsMultithreading() is false. * * @return Pointer to the single thread interface or nullptr if not implemented
When in the context of a class, it is often used to imply accessing previously defined data.VariableUsually refers to a variable defined as a function argument or a local variable inside a function.When in the context of a class, it is often used to convey discussion about its definition ...
(constITargetPlatform* TargetPlatform, UStaticMesh* StaticMeshAsset, FStaticMeshRenderData& RenderData,constFString& DistanceFieldKey, FSourceMeshDataForDerivedDataTask* OptionalSourceMeshData){staticconstautoCVarCards = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.MeshCardRepresentation"))...
But the mere fact that Vulcnescu seriously considered the idea of a peasant state and ought to give it a proper shape it is sufficiently relevant. Interruptions or unfinished sentences are marked with ...
are performed in bulk, if they are interleaved performance will degrade. * Prefers allocations at the start of the range, such that the high-watermark can be reduced optimally. * Primarily optimized for the use-case where span size == 1, for variable span size allocation performance is sub-...
// A handle to a lightweight entity. An entity is used in conjunction with the FMassEntityManager// for the current world and can contain lightweight fragments.USTRUCT()structFMassEntityHandle{GENERATED_BODY()FMassEntityHandle()=default;FMassEntityHandle(constint32InIndex,constint32InSerialNumber...
使用宏后可UnrealInsights中查看自定义的区域或函数的消耗。 CPU // Advanced macro for integrating e.g. stats/named events with cpu trace// Declares a cpu timing event for future use, conditionally and with a particular variable name for storing the id#define TRACE_CPUPROFILER_EVENT_DECLARE(DeclNa...
void UMassSimulationLODProcessor::Execute(FMassEntityManager& EntityManager, FMassExecutionContext& Context) { //...省略部分代码 { TRACE_CPUPROFILER_EVENT_SCOPE(TEXT("SetLODTags")) check(World); EntityQuerySetLODTag.ForEachEntityChunk(EntityManager, Context, [](FMassExecutionContext& Context) { T...