当触发回放逻辑后,即UDemoNetDriver::TickDispatch每帧解析回放数据时,我们也会通过FScopedLevelCollectionContextSwitch主动切换到当前DemoNetDriver绑定的LevelCollection,保证解析回放数据时可以通过Outer找到回放场景(DynamicDuplicatedLevels) ///3/// FScopedLevelCollectionContextSwitch::FScopedLevelCollectionContextSwitch(...
LevelViewportConfigurationNames::FourPanesBottom ( "FourPanesBottom" ) FName LevelViewportConfigurationNames::FourPanesLeft ( "FourPanesLeft" ) FName LevelViewportConfigurationNames::FourPanesRight ( "FourPanesRight" ) FName LevelViewportConfigurationNames::FourPanesTop ( "FourPanesTop" ) FName Level...
打开项目的DefaultEngine.ini或其(Platform)Engine.ini。 该(Platform)Engine.ini文件通常位于 (Project)/Config/(Platform) 目录中。使用此目录可以防止其他可能不需要 PSO 缓存的平台获取设置。 在文件中设置以下值Engine.ini: [DevOptions.Shaders] NeedsShaderStableKeys=true 在您的DefaultGame.ini文件中,设置以下...
Unreal 4 as an advanced commercial engine has a lot of built-in profiler tools for developers. According to different scenarios, developers can choose various tools to help them to achieve the required performance. However, developers need to have enough knowledge about certain aspects of the hardw...
project folder -> Saved -> Config -> Windows -> Engine.ini Change: [SteamVR.Settings] WindowMirrorMode=0 // 0可以换为1-4的整数 [补全 - 针对 Oculus CV1 和 HTC Vive的优化] Vive用了以上代码以后,建议在Console里面用命令 “hmd mirror 3” 和“hmd mirror 4”调用上述代码的修改结果; ...
New: Added play/pause/stop events to Level Sequence player as it was with the Matinee actor. New: Added "Reverse Play" and “Change Playback Direction” functions. New: Added support for exporting the scene and animation to FBX. This functionality should match the Matinee FBX export. New: ...
Since the interface for Unreal Editor is highly customizable, it is possible that what you see may change from one launch to the next. Below, you can see the default interface layout. Click image for full size. Tab Bar and Menu Bar ...
objectTarget objectControllerThe controller of the player to change the name of stringNew NameThe name to set the player to booleanName ChangeWhether the name is changing or if this is the first time it has been set Outputs TypeNameDescription ...
PreAttributeChange:用于Attribute的Current Value被改变前调用,对应Infinite和Has Duration的GE。 PostGameplayEffectExecute:用于Base Value改变后调用,对应InstantGE。 virtual void PreAttributeChange(const FGameplayAttribute& Attribute, float& NewValue) override; ...
In this Unreal Engine 4 tutorial, you will create a first-person endless game. You will learn how to generate random obstacles and restart the game. 在这节虚幻4教程中,你将创建一个无穷无尽的第一人称游戏,你将会学习如何生成随机障碍,并重新开始游戏。 If you’re starting out in game development...