vault backup: 2024-09-29 18:07:26
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1. 删除EOE所有角色,不包含资产。
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1. 删除EOE所有角色,不包含资产。
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2. 部署大棚P4V,并且拉取工程。
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2. 部署大棚P4V,并且拉取工程。
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3. 研究并且部署P4触发器,以此来规避P4资产大小写的问题。
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3. 研究并且部署P4触发器,以此来规避P4资产大小写的问题。
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# 9.18~9.20
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# 9.18~9.20
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1.
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# 9.23~9.29
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1. 修复道具BP_Balloon_01、BP_FeathersFalling_01、BP_FeathersFalling_02问题。
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2. 实现枝江冬季显示场景铺雪与商业路口樱花消失。
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3. MultiView采集卡添加。
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# 问题
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# 问题
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1. 功能测试问题:
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1. 功能测试问题:
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TsScreenPlayerTextureRenderer => AMultiViewActor
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TsScreenPlayerTextureRenderer => AMultiViewActor
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# 多屏与采集卡
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以Preview为例:
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TsDirectorCamManagerActor.ts
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```c++
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this.PreviewWindow = UE.MultiViewActor.Open(this.GetWorld(), UE.EMultiViewCameraLayout.Display_1920x1080_Layout_4x4, UE.EMultiViewMultiGPUMode.HalfSplit)
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this.PreviewWindow.SetRenderFeaturePlanarReflection(false);
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this.PreviewWindow.SetRenderFeatureNiagara(false);
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// video output
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let videoOutputParam = new UE.VideOutputParam()
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videoOutputParam.bBlackMagicCard = false
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videoOutputParam.bLazyStart = false
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this.PreviewWindow.StartVideoOutput(videoOutputParam)
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```
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PVW&PGM使用 **BLACKMAGIC_OUTPUT_CONFIG_HORIZONTAL** 也就是/Game/ResArt/BlackmagicMedia/MO_BlackmagicVideoOutput。
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```ts
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export function StartVideoOutput(camManager : TsDirectorCamManagerActor, targetWindow : UE.MultiViewActor):void{
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let videoOutpuParam = new UE.VideOutputParam()
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videoOutpuParam.FilmbackMode = camManager.FilmbackMode
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videoOutpuParam.OutputConfigPath = BLACKMAGIC_OUTPUT_CONFIG_HORIZONTAL
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videoOutpuParam.bBlackMagicCard = true
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videoOutpuParam.bLazyStart = false
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if(camManager.FilmbackMode == UE.EFilmbackMode.EFM_1080x1920){
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videoOutpuParam.MatV2H = GetV2HMaterialInstace(camManager)
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}
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targetWindow.StartVideoOutput(videoOutpuParam)
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}
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```
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- DirectorMode.Preview:bBlackMagicCard = false
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- PVW&PGM:bBlackMagicCard = true
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## c++
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核心函数在于**AMultiViewActor::StartVideoOutput**
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# UDeckLinkMediaCapture
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m_DeckLinkOutputDevice = DeckLinkDiscovery->GetDeviceByName(m_DeviceName);
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```c++
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FDeckLinkDeviceDiscovery::DeckLinkDeviceArrived(IDeckLink *device)
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{
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/*TComPtr<IDeckLink> device_;
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device_ = device;*/
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TComPtr<FDeckLinkOutputDevice> newDeviceComPtr = new FDeckLinkOutputDevice(device);
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if (!newDeviceComPtr->Init())
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return S_OK;
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std::lock_guard<std::recursive_mutex> lock(m_DeviceMutex);
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FString deviceName = newDeviceComPtr->GetDeviceName();//看这个Com对象的设备名称是否对应
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if (!m_Devices.Contains(deviceName) )
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{
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m_Devices.Add(deviceName,newDeviceComPtr);
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}
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return S_OK;
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}
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```
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DeckLinkDeviceArrived调用逻辑位于**DeckLinkAPI_h.h**。
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## ADeckLinkOutputActor
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ADeckLinkOutputActor的DeviceName 默认值为"DeckLink Mini Monitor 4K";
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判断错误函数
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UMediaCapture::CaptureTextureRenderTarget2D()=>UMediaCapture::StartSourceCapture() => ValidateMediaOutput()
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```c++
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bool UMediaCapture::ValidateMediaOutput() const
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{
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if (MediaOutput == nullptr)
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{ UE_LOG(LogMediaIOCore, Error, TEXT("Can not start the capture. The Media Output is invalid."));
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return false;
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}
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FString FailureReason;
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if (!MediaOutput->Validate(FailureReason))
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{ UE_LOG(LogMediaIOCore, Error, TEXT("Can not start the capture. %s."), *FailureReason);
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return false;
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}
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if(DesiredCaptureOptions.bAutostopOnCapture && DesiredCaptureOptions.NumberOfFramesToCapture < 1)
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{ UE_LOG(LogMediaIOCore, Error, TEXT("Can not start the capture. Please set the Number Of Frames To Capture when using Autostop On Capture in the Media Capture Options"));
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return false;
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}
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return true;
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}
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```
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