SetShaderValue(RHICmdList, ShaderRHI, NumConvexHullPlanes, View.ViewFrustum.Planes.Num()); SetShaderValueArray(RHICmdList, ShaderRHI, ViewFrustumConvexHull, View.ViewFrustum.Planes.GetData(), View.ViewFrustum.Planes.Num()); SetShaderValue(RHICmdList, ShaderRHI, ObjectBoundingGeometryIndexCount, St...
classULevelStreamingPersistenceManager:publicUWorldSubsystem{GENERATED_BODY()// SerializationboolSerializeTo(TArray<uint8>&OutPayload);boolInitializeFrom(constTArray<uint8>&InPayload);// Sets property value and creates the entry if necessary, returns true on success.template<typenameClassType,typ...
= 0) { for(FPrimitiveSceneInfo* PrimitiveSceneInfo : ChangeSet.RemovedPrimitiveSceneInfos) { FPersistentPrimitiveIndex PrimitiveID = PrimitiveSceneInfo->GetPersistentIndex(); if(SceneData->PrimitiveArray.IsValidIndex(PrimitiveID.Index)) { SceneData->PrimitiveArray.RemoveAt(PrimitiveID.Index); } } } } ...
6 { 7 const TArray <uint8>* UncompressedRGBA = nullptr; 8 if (ImageWrapper ->GetRaw(ERGBFormat::RGBA, 8,UncompressedRGBA))//获取原始图片数据 9 { 10 Texture = UTexture2D::CreateTransient(ImageWrapper ->GetWidth(), ImageWrapper ->GetHeight(), PF_R8G8B8A8); 11 if (Texture != nul...
TArray<FString> Op; } 可以看到里面有关键的 Host 和 Port 等信息。 Listen 接口具体做了什么呢? 通过UEngine:: CreateNamedNetDriver创建 NetDriver,主要驱动网络同步 UNetDriver::InitListen解析 FURL,监听端口 网络相关的流程在这里开始就交付给了UNetDriver,显然它是一个比较重要的网络管理类,这里简单看下其结...
TEXT("Value"), FPath::GameDir()/"MyConfig.ini"); FString Result; GConfig->GetString( TEXT("Section"), TEXT("Key"), Result, FPath::GameDir()/"MyConfig.ini"); 刷新缓冲区,马上生效:GConfig->Flush(); Q12. 怎么输出UE日志? 怎么查看LOG?打包后需要在启动参数加-log,编辑器运行需要打开Wind...
sceneCapture->GetCaptureComponent2D()->UpdateContent(); TArray<FColor> SurfData; FRenderTarget *RenderTarget = renderTexture->GameThread_GetRenderTargetResource(); RenderTarget->ReadPixels(SurfData); void* TextureData = Texture->PlatformData->Mips[0].BulkData.Lock(LOCK_READ_WRITE); ...
1、UE4的调试输出 2、在场景中查找对象 3、射线的使用 4、场景捕获组件的使用 将SceneCapture2D组件拖入场景 选中SceneCapture2D找到Texture Target属性 并为其赋值 5、XML文件的使用 initgameValue.xml文件内容如下 需要在build.cs文件中添加模块”XmlPa... ...
Bugfix: Fixed an issue where a wrong value of an Enum literal would be used with functions from Array Library. Bugfix: Updated function return nodes to be more fail-safe. You can no longer remove them in overridden/inherited functions and the function's signature is maintained even when dis...
FLocalFileStreamFArchive继承自FArchive类,并重写了Serialize(序列化)函数,同时声明了一个TArray<uint8>的数组来保存所有序列化的数据,那些QueuedDemoPacket里面的二进制数据最终都会写到这个Buffer成员里面。不过StreamAr和CheckpointAr并不会一直保存着所有的录制数据,而是定时把数据通过Flush写到本地磁盘里面,写完后Archive...