Terms,
1 2 3 4 5 6 7 8 9 10 11 12 | XGE RHI: Render Hardware Interface IncrediBuild fastbuild 反射系统 蓝图系统 UBT: Unreal Build Tool UHT: Unreal Heading Tool CDO: Class Default Object NM: Net Mode LLM: Low Level Mem GEngineIni: ThirdPerson01/Saved/Config/Windows/Engine.ini |
Apis
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 | GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Yellow, FString::Printf(TEXT("Hello, %s."), TEXT("Euhat"))); TRACE_OBJECT_EVEN UE_TRACE_CHANNELEXPR_IS_ENABLED(ObjectChannel) FD3D11DynamicRHI::RHIBeginFrame UWorld PlayerControllerList PlayerController_0 AGameplayDebuggerCategoryReplicator for (ULevel* Level : InWorld->GetLevels()) Level->Actors WorldInfo_0 {AWorldSettings} Brush_0 {ABrush} LightmassImportanceVolume_0 {ALightmassImportanceVolume} AtmosphericFog_1 {AAtmosphericFog} SkySphereBlueprint AActor * SphereReflectionCapture {ASphereReflectionCapture} NetworkPlayerStart {APlayerStart} DocumentationActor1 {ADocumentationActor} Linear_Stair_StaticMesh {AStaticMeshActor} Bump_StaticMesh {AStaticMeshActor} LeftArm_StaticMesh {AStaticMeshActor} RightArm_StaticMesh {AStaticMeshActor} Ramp_StaticMesh {AStaticMeshActor} CubeMesh_5 {AStaticMeshActor} LightSource_0 {ADirectionalLight} PostProcessVolume_0 {APostProcessVolume} SkyLight_0 {ASkyLight} Floor_1 {AStaticMeshActor} Wall7_4 {AStaticMeshActor} Wall9 {AStaticMeshActor} Wall10 {AStaticMeshActor} Wall11 {AStaticMeshActor} TextRenderActor_1 {ATextRenderActor} AMyActor_9 {UE4Editor-ThirdPerson01-0013-Win64-Debug.dll!AAMyActor} DefaultPhysicsVolume_0 {ADefaultPhysicsVolume} GameplayDebuggerPlayerManager_0 {UE4Editor-GameplayDebugger-Win64-Debug.dll!AGameplayDebuggerPlayerManager} ThirdPersonGameMode_C_0 {AGameModeBase} GameSession_0 {AGameSession} ParticleEventManager_0 {AParticleEventManager} GameNetworkManager_0 {AGameNetworkManager} ThirdPersonCharacter_167 {ACharacter} ThirdPersonExampleMap_C_0 {ALevelScriptActor} GameStateBase_0 {AGameStateBase} AbstractNavData-Default {UE4Editor-NavigationSystem-Win64-Debug.dll!AAbstractNavData} PlayerController_0 {APlayerController} PlayerState_0 {APlayerState} PlayerCameraManager_0 {APlayerCameraManager} CameraActor_0 {ACameraActor} HUD_0 {AHUD} AActor RootComponent OwnedComponents : TSet<UActorComponent*> InstanceComponents Children UActorComponent OnRegister CreateRenderState OnCreatePhysicsState OnUnregister DestroyRenderState OnDestroyPhysicsState TickComponent PrimaryComponentTick.bCanEverTick PrimaryComponentTick.SetTickFunctionEnable(true) MarkRenderStateDirty USceneComponent : UActorComponent SetupAttachment AttachToComponent FTransform UPrimitiveComponent : USceneComponent ShouldCreatePhysicsState Box Component Capsule Component Mesh Component Skeletal Mesh Component UDrawFrustumComponent : UPrimitiveComponent |
stat
1 2 3 | stat unit stat SceneRendering stat gpu |
LineTraceSingle
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 | void AMyCharacter::Tick(float DeltaTime) { Super::Tick(DeltaTime); const float TRACE_LINE_LENGTH = 1000.0f; FRotator actorRotator = GetActorRotation(); const FRotator YawRotation(0, actorRotator.Yaw, 0); const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X); FVector lineStartPos = GetActorLocation(); FVector lineEndPos = lineStartPos + TRACE_LINE_LENGTH * Direction; TArray<AActor*> arrayIgnoreActor; FHitResult outResult; if (UKismetSystemLibrary::LineTraceSingle(GetWorld(), lineStartPos, lineEndPos, ETraceTypeQuery::TraceTypeQuery1, true, arrayIgnoreActor, EDrawDebugTrace::ForDuration, outResult, true, FLinearColor::Red, FLinearColor::Green, 0.1f)) { FString locationString = outResult.Location.ToString(); UE_LOG111(LogTemp, Error, TEXT("location = %s"), *locationString); } } |
refer to:
https://www.cnblogs.com/fjz13/p/5956393.html
https://blog.csdn.net/qq_29523119/article/details/85957072