vault backup: 2025-11-07 18:18:17
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---
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title: Untitled
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title: UE5.6移动端开发最新进展
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date: 2025-08-22 15:40:10
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excerpt:
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tags:
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excerpt:
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tags:
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rating: ⭐
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status: inprogress
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destination:
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destination:
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share: false
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obsidianUIMode: source
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---
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# 前言
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- [[UFSH2025]UE5.6移动端开发最新进展 | Jack Porter Epic Games 引擎移动平台开发主管(官方字幕)](https://www.bilibili.com/video/BV1YyW4z6EYu/?share_source=copy_web&vd_source=fe8142e8e12816535feaeabd6f6cdc8e)
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# Preview Platform
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预览各种移动端机型的功能。可以在打包之前发现一些问题所在。并且预览效果。
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![[UE5.6_PreviewPlatform.png|800]]
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- Preview Platform - Android - Generate Platform Json,可以生成当前设置的运行规则。
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# Android Emulator
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- Platform - Android - All Devices,可以启动安卓模拟器。
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- 限制
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- 只支持Vulkan
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- 使用PC显卡驱动,无法展现移动端的准确性能。
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# IOS Emulator
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被废弃,因为苹果不更新了。但可以使用Designed for iPad,在MAC预览效果。
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# UE Remote Session
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连接远程移动端设备功能。
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# Zen Server
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参看[[目标迭代从快照和流式处理迈向增量式处理]]
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1. 用来存储本地或者共享DDC数据。
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2. 烘焙输出存储(5.5 Beta)。
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3. 流送数据到目标平台(5.6 Beta)。
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1. 通过网络或者USB将内容流送到移动设备中。
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2. **Zen比 XCode或者AGDE的Debug效率更高,只需要一次Cook,后续只需要更新Binary即可**。Content可以后续流送到设备中。
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# 抗锯齿
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支持类似Arm、高通上采样方案。
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- 允许使用Arm、高通等第三方公司提供的上采样方案。
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- 5.7将增加更多抗锯齿选项,包括SMAA。
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-
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# Misc
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1. 延迟
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1. 所有移动平台都支持延迟光照管线
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1. 128bit Pixel Gbuffer
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2. MultiPass on OpenGL ES
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2. BRDF效果提升。
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3. GPU Scene支持更多
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1. Skinned Mesh
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2. Niagara Mesh Particle
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3. Optional per-instance GPU culling for InstancedStaticMesh
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4. PSO Precaching提升
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1. ![[UE5.6_PSOPrecaching.png|800]]
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5. Deferred with Subpasses & MultiPass
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1. ![[UE5.6_Subpasses.png|800]]
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2. ![[UE5.6_MultiPass.png|800]]
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6.
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@@ -57,7 +57,7 @@ ActivateAbility
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- CueDataProxy:Gameplay来传递额额外信息到GameplayCue。
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- DataInterface:Niagara通过这个玩意来获取Gameplay层的底层数据。
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#### 示例
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qi
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### 基建开发
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#### 检测管线
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新规则加入不会影响旧的检测配置。
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3
02-Note/演讲与教程笔记/虚幻开放日2025/目标迭代从快照和流式处理迈向增量式处理.md
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3
02-Note/演讲与教程笔记/虚幻开放日2025/目标迭代从快照和流式处理迈向增量式处理.md
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# 前言
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- [[UFSH2025]目标迭代: 从快照和流式处理迈向增量式处理 | Zousar Shaker & Josie Yang Epic Games(官方字幕)](https://www.bilibili.com/video/BV1YyW4zrE3C/?share_source=copy_web&vd_source=fe8142e8e12816535feaeabd6f6cdc8e)
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@@ -72,9 +72,31 @@ abtest r.DynamicGlobalIlluminationMethod 0 1
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- Material Debug Node
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- Debug Float X Value系列。
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- PlotFunctionOnGraph:绘制曲线Debug节点。
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- ** 打包工程中显示ViewModes的方法**
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- **打包工程中显示ViewModes的方法** :在defaultEngine.ini中的`[RenderSettings]`添加配置r.ForceDebugViewModes=1
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- Custom Buffer Visualizations
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![[CustomBufferVisualizations.png|800]]
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# Niagara Debuger
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# WorldPartition
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- 在WorldSettings中的 MainGrid - MainLayer - Show Grid Preview,勾选即可查看分区的Cell加载情况。
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- Wp.Runtime.ToggleDrawRuntimeHash2D
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- Wp.Runtime.ToggleDrawRuntimeHash3D
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- Wp.Runtime.HLOD 0 停止绘制所有HLOD可以用于检查哪些模型没有做成HLOD。
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# Blueprint
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- Debug节点
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- **Draw Debug String**
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- **Draw Debug Arrow**
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- **VisualLogger**
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- UE_VLOG
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- UE_CVLOG
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- UE_VLOG_SEGMENT
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- UE_VLOG_LOCATION
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- UE_VLOG_SPHERE
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- UE_VLOG_WIRESOGERE
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- UE_VLOG_BOX
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# BuildGraph
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-ListOnly
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-ListOnly:会打印处所有构建节点、代理类型、以及产生的聚合。
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-Preprocess
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@@ -9,6 +9,8 @@ destination:
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share: false
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obsidianUIMode: source
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---
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# 前言
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视频地址:[[UFSH2025]高通游戏插帧技术介绍 | 姚轶非 高通中国游戏产品负责人 产品市场总监(官方字幕)](https://www.bilibili.com/video/BV1SgWBzYEeQ/?share_source=copy_web&vd_source=fe8142e8e12816535feaeabd6f6cdc8e)
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# 类型
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1. 基于图像的插帧:G-FRC
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1. 功耗低、扩展性强、介入成本低。
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