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Profiling in Unreal Engine The profiling section begins with great advice on setting yourself up with an optimal profiling configuration, then goes on to cover topics including noise reduction, repeatable profiling, and built-in profiling tools. Profiling with Radeon™ GPU Profiler (RGP) The Rad...
au.AllowUnsafeAudioMixerTogglingIf set to 1, will allow au.IsUsingAudioMixer to swap out the audio engine, even if there are systems in the world currently using the audio engine. 0: disable usage of au.IsUsingAudioMixer when the audio device is actively in use, 1: enable usage of au....
LOG: When used as a switch (-log), opens a seperate window to display the contents of the log in real time. When used as a setting (LOG=filename.log), tells the engine to use the log filename of the string which immediately follows. LOGTIMES: Print time with log output. (Default,...
Unreal Engine(以下简称为 “UE” )的日志系统采用定时写入文件的思想,每隔一段时间(0.2s)会将缓存写入到文件中,当程序崩溃时,日志文件最多丢失崩溃前(0.2s)内产生的信息,其他信息都会被写入;但如果使用缓存慢写入的方式却会丢失缓存中所有信息,缓冲区越大,丢失的信息越多。
UnrealEngine 支持 UE的DataTable和UStruct数据结构 UE的数据导入支持Json和CSV两种形式。Json格式比较固定,但是CSV比较麻烦。 初期我实现的第一个版本没有支持可嵌套的结构,所有的复杂结构会被打平到扁平结构再生成代码和输出数据。但是后来结合对UE的导入模块的代码分析和Csv格式的Export结果分析。其实CSV也是支持复杂格...
FHoudiniEngineString是Houdini Api中Unreal引擎侧的一个类,具体路径位置在HoudiniEngineString.h文件中,通过提供的toString方法,可以获得到给定string id的string值。具体代码类似如下: // 获取csv路径HAPI_StringHandleMatNamesValueHandle;HAPI_Resultresult;FStringcsvPath="";result=FHoudiniApi::GetParmStringValue(FHo...
Text inUnreal Engine (UE)is the primary component for localization. It is a specialized string, represented by theFTexttype in C++. This should be used when you have user-facing text that needs to be localized. Internally,FTextis implemented as aTSharedRefto anITextData. This makes it ver...
CrossCompiler::PackedTypeIndexToTypeName CrossCompiler::PackedTypeNameToTypeIndex CrossCompiler::ParseIdentifier CrossCompiler::ParseIntegerNumber CrossCompiler::ParseSignedNumber CrossCompiler::ParseString CrossCompiler::ShaderStageIndexToTypeName CullGlobalUniformBuffers CutMultipleWithMultiplePlanes CutMultipleWithPl...
CSV プロファイラでは GPU 統計情報をサポートしており、これにはSTATSが無効になっているテスト ビルドの GPU 統計情報も含まれます。GPU 統計情報の記録にはある程度のオーバーヘッドが伴われるため、デフォルトでは無効になっています。