Unreal Engine Python API Reference Get Current Segment Name Get Current Segment NameGet Current Segment Name Target is Movie Pipeline Blueprint Library Get Current Segment Name In Movie Pipeline Select Asset Out Outer Name Out Inner Name Inputs In Movie Pipeline Movie Pipeline Object Reference...
ProcessResult.StdOut: Writing manifest to YouEngineLocalPath\Engine\Intermediate\Build\Manifest.xml ProcessResult.StdOut: ERROR: ERROR: Non-editor build cannot depend on non-redistributablemodules. D:\poject_name\client_trunk\Binaries\Win64\ProjectName-Win64-Shipping.exe depends on 'Settings'. Process...
voidUEngine::UpdateTimeAndHandleMaxTickRate(){<...>staticdouble LastRealTime=FPlatformTime::Seconds()-0.0001;<...>// Updates logical time to real time, this may be changed by fixed frame rate belowdouble CurrentRealTime=FPlatformTime::Seconds();FApp::SetCurrentTime(CurrentRealTime);<...>...
由于UDemoNetConnection重写了LowLevelSend接口,序列化之后这些数据并不会通过网络发出去,而是先临时存储在ReplayHelper的FQueuedDemoPacket数组里面。 不过QueuedDemoPackets本身不包含时间戳等信息,还需要再通过FReplayHelper::WriteDemoFrame将当前Connection里面的QueuedDemoPacket与时间戳等信息一同封装并写到对应的NetworkRep...
由于UDemoNetConnection重写了LowLevelSend接口,序列化之后这些数据并不会通过网络发出去,而是先临时存储在ReplayHelper的FQueuedDemoPacket数组里面。 不过QueuedDemoPackets本身不包含时间戳等信息,还需要再通过FReplayHelper::WriteDemoFrame将当前Connection里面的QueuedDemoPacket与时间戳等信息一同封装并写到对应的NetworkRep...
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最后在UE的官网可以看到这个关于File Hierarchy的说明:大致的意思就是同一个大类的配置项(例如,前面提到的engine相同的base name都是engine,但是存在base、default等不同前、后缀或者不同文件夹下的ini)使用的是一个简单的层级(hierarchy)来实现。这相当于使用了大家熟知的(well-known)的ini结构的基础上,使用文件系统...
unreal.EngineShowFlagsSetting unreal.EnhancedActionKeyMapping unreal.EnvelopeFollowerGeneratorParams unreal.EnvNamedValue unreal.EnvQueryResult unreal.EpicSynth1Patch unreal.EquirectProps unreal.EulerTransform unreal.EventPayload unreal.EventReply unreal.ExpandableAreaStyle unreal.ExponentialHeightFogData unreal.FarmVi...
Furthermore, UE’s Hierarchical Level of Detail (HLOD) system can replace several static meshes with a single mesh at a distance, to help reduce draw calls. See the official documentation for details: https://docs.unrealengine.com/en-US/Engine/HLOD/index.html. Optimizing CPU core usage We ...
docs.unrealengine.com/5 这里有一个简短的代码很好地体现了Slate和UMG的关系: #pragma once #include "UObject/ObjectMacros.h" #include "Widgets/Text/STextBlock.h" #include "Components/Widget.h" #include "CustomUWidget.generated.h" UCLASS(meta = (DisplayName = "CustomWidget")) //DisplayName是...