具体需要定位的话,可以通过使用 QUICK_SCOPE_CYCLE_COUNTER(STAT_XXXScope_XXXFunction); 添加几个快速埋点,来确定更明确的位置。 另外您可以尝试以下使用 Unreal insight,可以看到这些scope的执行顺序,可以更快定位出热点再哪里。时间的统计也更加准确一些。 CPU Stall - Wait for Event/Sleep … CPU Stall mea...
教程中通过在PlayerControl中创建一个变量,然后每次创建Character都读取这个变量来设置灵敏度实现。感觉用PlayerControl只是因为PlayerControl在会关卡开始且在Character的BeginPlay Event之前创建,这样能读到一个有效且整个关卡运行时都存在的值,那么放在GameMode中也是可以的,但是从功能上说,PlayerControl更合适。 想要在m_Ch...
VSTU is Microsoft’s free Visual Studio add-on that enables a rich programming and debugging experience for working with the Unity gaming tools and platform. For VSTU 2.0, the team put a strong focus on improving and optimizing the debugging experience. Since we rele... Visual Studio...
Impl::WrapBinaryFunction Impl::WrapShortCircuitFunction Impl::WrapUnaryFunction IMPLEMENT_MODULE_LiveLinkControlRig IMPLEMENT_MODULE_MutableValidation IMPLEMENT_MODULE_OSC ImplMakeAnalyticsEventAttributeArray::MakeArray ImportCompareHelper::operator! ImportCompareHelper::operator& ImportCompareHelper::operator&= Im...
-- 这是每一个-- 通过观察生命周期,调用Initialize会导致程序报错,通过查看调用栈似乎是因为这个时候Delegate还没有初始化-- 如果在Construct里面注册会出现逻辑错误,因为Construct是靠AddToViewport触发的,具体Widget的生命周期可以参考-- https://blog.csdn.net/yekong1225/article/details/121414140functionPauseMenu:Se...
You can specify what types of Actors or Assets the actions apply to with the GetSupportedClass function. Add logic in events (or functions) with no return value, marking them as “Call In Editor” so they show up in the context menu, and a pop-up dialog will display when the event is...
I'm trying to transpose a matrix in C while passing the matrix to a function and return a pointer to a transposed matrix. What am I doing wrong in the second while loop? in main create matrix transpos... Append a node in a linkedlist - why segmentation error?
In the function FD3D12Device::SetupAfterDeviceCreation(), delete the code that looks like this: Copied! // AMD RGP profiler if (GEmitRgpFrameMarkers && FD3D12DynamicRHI::GetD3DRHI()->GetAmdAgsContext()) { // Running on AMD with RGP profiling enabled, so enable capturing mode bUnder...
In Unity, we use the Instantiate function to create new instances of objects.This function takes any UnityEngine.Object type (GameObject, MonoBehaviour, etc.), and makes a copy of it.public GameObject EnemyPrefab; public Vector3 SpawnPosition; public Quaternion SpawnRotation; void Sta...
In Unity, we use the Instantiate function to create new instances of objects.This function takes any UnityEngine.Object type (GameObject, MonoBehaviour, etc.), and makes a copy of it.public GameObject EnemyPrefab; public Vector3 SpawnPosition; public Quaternion SpawnRotation; void Start() { ...