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03-UnrealEngine/Mobile/UE5 移动端ASTC贴图压缩.md
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03-UnrealEngine/Mobile/UE5 移动端ASTC贴图压缩.md
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---
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title: Untitled
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date: 2025-06-25 15:45:06
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excerpt:
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tags:
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rating: ⭐
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---
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# 前言
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- [UE5 移动端ASTC贴图压缩](https://zhuanlan.zhihu.com/p/662319403)
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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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## ASWorld
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# USWorldSubsystem
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## AShaderWorldActor
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主要管理:
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- TArray<USWContextBase*> SW_Contexts
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- 渲染相关变量:RT_Ready、RenderThreadPoked、RenderThreadResponded处理。
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# ASWorld
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### PreEditChange() / PostEditChangeProperty()
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# AShaderWorldActor
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大致启动流程:
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BeginPlayer()
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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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- PreventReRegistration:防止重新注册。
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- PreventReRegistration:防止重新注册。
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- RuntimePropertyEditing:实时属性修改。
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- RuntimePropertyEditing:实时属性修改。
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如果RuntimePropertyEditing为true,在最后会将RuntimePropertyEditing设置为false。PreventReRegistration也会设置为false。
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如果RuntimePropertyEditing为true,在最后会将RuntimePropertyEditing设置为false。PreventReRegistration也会设置为false。
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### Rebuild变量
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## Rebuild变量
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主要出现在:
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主要出现在:
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- Setup():调用RebuildCleanup()清空所有数据。
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- Setup():调用RebuildCleanup()清空所有数据。
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- SetupCollision(): RedbuildCollisionContext = true。
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- SetupCollision(): RedbuildCollisionContext = true。
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### Tick()
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## Tick()
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