avoid path finding iteration trapped into infinite loop when we adjust the delay between Iterations during the iteration progress 当寻路过程已经开始时,我们将迭代的延迟时间调整为0,可能导致迭代陷入无尽的循环中 to do this, we add a gate before iteration loop, at the beginning, we open the gate,...
由于FQueuedThread携带了条件变量FEvent,因此在线程被创建准备执行任务时,将会被阻塞,直至有任务被分配 uint32FQueuedThread::Run(){while(!TimeToDie.Load(EMemoryOrder::Relaxed)) {// We need to wait for shorter amount of timeboolbContinueWaiting =true;if(bContinueWaiting) { DoWorkEvent->Wait(); ...
(GetWorld()); if (SpawnerSystem == nullptr) { UE_VLOG_UELOG(this, LogMassSpawner, Error, TEXT("UMassSpawnerSubsystem missing while trying to spawn entities")); return; } UWorld* World = GetWorld(); check(World); for (const FMassEntitySpawnDataGeneratorResult& Result : Results) { if...
.mh-loop-pagination .current, .mh-comments-pagination .current, .pagelink, a:hover .pagelink, input[type=submit], #infinite-handle span { background: #005a8c; } .mh-main-nav-wrap .slicknav_nav ul, blockquote, .mh-widget-layout1 .mh-widget-title, .mh-widget-lay...
au.RecoverRecordingOnShutdown When set to 1, we will attempt to bounce the recording to a wav file if the game is shutdown while a recording is in flight.0: Disabled, 1: Enabled au.RecycleThreads Keeps threads to reuse instead of create/destroying them0 off, 1 on ...