vault backup: 2024-10-17 13:11:36
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{"582020846":{"582020846":{"currentFile":{"count":1,"lastUpdated":1727792069567}}},"剩下8通道":{"剩下8通道":{"currentFile":{"count":1,"lastUpdated":1726629297275}}},"根据bComputeExport,分别使用RDG的ComputeShader与PixelShader输出DepthStencil。":{"根据bComputeExport,分别使用RDG的ComputeShader与PixelShader输出DepthStencil。":{"currentFile":{"count":1,"lastUpdated":1727249472660}}},"MeshDraw":{"MeshDraw":{"internalLink":{"count":1,"lastUpdated":1727260163677}}},"实现了一个在屏幕空间宽度恒定的":{"实现了一个在屏幕空间宽度恒定的":{"currentFile":{"count":1,"lastUpdated":1728700795488}}}}
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{"582020846":{"582020846":{"currentFile":{"count":1,"lastUpdated":1727792069567}}},"剩下8通道":{"剩下8通道":{"currentFile":{"count":1,"lastUpdated":1726629297275}}},"根据bComputeExport,分别使用RDG的ComputeShader与PixelShader输出DepthStencil。":{"根据bComputeExport,分别使用RDG的ComputeShader与PixelShader输出DepthStencil。":{"currentFile":{"count":1,"lastUpdated":1727249472660}}},"MeshDraw":{"MeshDraw":{"internalLink":{"count":1,"lastUpdated":1727260163677}}},"实现了一个在屏幕空间宽度恒定的":{"实现了一个在屏幕空间宽度恒定的":{"currentFile":{"count":1,"lastUpdated":1728700795488}}},"TsDirectorCamManagerActor":{"TsDirectorCamManagerActor":{"currentFile":{"count":1,"lastUpdated":1729139925413}}}}
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@ -41,9 +41,44 @@ PVW&PGM使用 **BLACKMAGIC_OUTPUT_CONFIG_HORIZONTAL** 也就是/Game/ResArt/B
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## c++
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核心函数在于**AMultiViewActor::StartVideoOutput**
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# TS传入设置位置
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- TsDirectorCamManagerActor.ts SwitchToDirectMode(newTag: UE.GameplayTag)
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- FilmbackHelper.ts StartVideoOutput()
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SwitchToDirectMode()
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```ts
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case DirectorMode.Preview:
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console.log('启动Splite4x4预览窗口')
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if (shouldCreateWindow) {
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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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```
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```ts
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function StartVideoOutput(camManager : TsDirectorCamManagerActor, targetWindow : UE.MultiViewActor):void{
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if(!BE_USE_DECKLINK){
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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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```
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# UDeckLinkMediaCapture
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m_DeckLinkOutputDevice = DeckLinkDiscovery->GetDeviceByName(m_DeviceName);
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```c++
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