vault backup: 2025-06-25 20:44:29
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{"Class":{"Class":{"currentFile":{"count":1,"lastUpdated":1748942840437}}},"DebugView":{"DebugView":{"internalLink":{"count":1,"lastUpdated":1749700323505}}},"XXXXX,之后点击回车。注:XXXXX为模拟器端口号,请参考打开的模拟器问题诊断内展示端口号或MuMu多开器12内的adb端口后再输入。":{"XXXXX,之后点击回车。注:XXXXX为模拟器端口号,请参考打开的模拟器问题诊断内展示端口号或MuMu多开器12内的adb端口后再输入。":{"currentFile":{"count":1,"lastUpdated":1750142832492}}},"\\Users\\loujiajie\\desktop\\log.txt":{"\\Users\\loujiajie\\desktop\\log.txt":{"currentFile":{"count":1,"lastUpdated":1750143148509}}}}
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{"Class":{"Class":{"currentFile":{"count":1,"lastUpdated":1748942840437}}},"DebugView":{"DebugView":{"internalLink":{"count":1,"lastUpdated":1749700323505}}},"XXXXX,之后点击回车。注:XXXXX为模拟器端口号,请参考打开的模拟器问题诊断内展示端口号或MuMu多开器12内的adb端口后再输入。":{"XXXXX,之后点击回车。注:XXXXX为模拟器端口号,请参考打开的模拟器问题诊断内展示端口号或MuMu多开器12内的adb端口后再输入。":{"currentFile":{"count":1,"lastUpdated":1750142832492}}},"\\Users\\loujiajie\\desktop\\log.txt":{"\\Users\\loujiajie\\desktop\\log.txt":{"currentFile":{"count":1,"lastUpdated":1750143148509}}},"相关线程安全变量:":{"相关线程安全变量:":{"currentFile":{"count":1,"lastUpdated":1750853529118}}}}
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@ -16,6 +16,9 @@ rating: ⭐
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- ShaderWorldActor.h:[[#AShaderWorldActor]]
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- ShaderWorldActor.h:[[#AShaderWorldActor]]
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- SWorld.h:[[#ASWorld]]
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- SWorld.h:[[#ASWorld]]
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## FRenderCommandFence
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# USWorldSubsystem
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# USWorldSubsystem
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主要管理:
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主要管理:
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- TArray<USWContextBase*> SW_Contexts
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- TArray<USWContextBase*> SW_Contexts
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@ -23,13 +26,13 @@ rating: ⭐
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# ASWorld
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# ASWorld
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# AShaderWorldActor
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# AShaderWorldActor
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## 大致启动流程
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大致启动流程:
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大致启动流程:
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- BeginPlay()
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- BeginPlay()
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1. 设置SWCamera Location。
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1. 设置SWCamera Location。
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2. 清空所有数据。
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2. 清空所有数据。
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3. InitiateWorld()
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3. InitiateWorld()
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1. 更新相关变量:GenerateCollision_last、VerticalRangeMeters_last、WorldHasBounds_OnRebuild。
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1. 更新相关变量:GenerateCollision_last、VerticalRangeMeters_last、WorldHasBounds_OnRebuild。**Segmented_Initialized** 、**bExportPhysicalMaterialID_cached**
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2. 设置高度生成用材质变量 Generator;bool bHadGeneratorAtRebuildTime = IsValid(Generator);
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2. 设置高度生成用材质变量 Generator;bool bHadGeneratorAtRebuildTime = IsValid(Generator);
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3. LOD_Num与WorldDimensionMeters计算。
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3. LOD_Num与WorldDimensionMeters计算。
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4. 重新生成若干数组:
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4. 重新生成若干数组:
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@ -37,10 +40,27 @@ rating: ⭐
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2. ClipMapToUpdateAndMove
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2. ClipMapToUpdateAndMove
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3. ClipMapToUpdate
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3. ClipMapToUpdate
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4. NeedSegmentedUpdate
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4. NeedSegmentedUpdate
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5. AdaptiveTopology
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5. 相关线程安全变量:
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5. 相关线程安全变量:
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1. Shareable_ID_FarLOD
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1. Shareable_ID_FarLOD
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2. UpdateHOverTime
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2. UpdateHOverTime
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6. ComputeOptimalVirtualCacheSize()
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7. for (int32 i = (WorldHasBounds_OnRebuild ? -1 : 0); i < LOD_Num; i++)
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8. Toggle Async creation of Clipmap Meshes
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9. Async TaskGraph ClipMapMeshCreation
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- Tick()
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- Tick()
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- 初始化
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1. 取得USWorldSubsystem指针,并且进行初始化。
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- ReadbacksManagement()
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- CollisionManagement()
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- SpawnablesManagement()
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- TerrainAndSpawnablesManagement()
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### ReadbacksManagement()
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相关线程安全变量:
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- **bProcessingHeightRetrieval**
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- **bProcessingHeightRetrievalRT**
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## PreEditChange() / PostEditChangeProperty()
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## PreEditChange() / PostEditChangeProperty()
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**PreEditChange()** 主要针对以下两个变量的设置:
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**PreEditChange()** 主要针对以下两个变量的设置:
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@ -64,13 +84,6 @@ rating: ⭐
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- InitiateClipMapMeshes():如果处于重建状态就直接返回。
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- InitiateClipMapMeshes():如果处于重建状态就直接返回。
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- FinalizeAsyncWork():如果处于重建状态就直接返回。
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- FinalizeAsyncWork():如果处于重建状态就直接返回。
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## Tick()
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## DrawMaterialToRenderTarget
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## DrawMaterialToRenderTarget
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USWorldSubsystem::DrawMaterialToRenderTarget
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USWorldSubsystem::DrawMaterialToRenderTarget
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=>
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=>
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