vault backup: 2024-05-16 12:26:24
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{"128044539":{"128044539":{"currentFile":{"count":1,"lastUpdated":1714359212233}}},"imgPath":{"imgPath":{"currentFile":{"count":1,"lastUpdated":1713156550242}}},"03-UnrealEngine":{"03-UnrealEngine":{"internalLink":{"count":1,"lastUpdated":1713156577045}}},"StartLiveDirector:启动Bat文件":{"StartLiveDirector:启动Bat文件":{"currentFile":{"count":1,"lastUpdated":1713845438773}}},"Tools:一些第三方库,以及":{"Tools:一些第三方库,以及":{"currentFile":{"count":1,"lastUpdated":1713845507638}}},"LiveDirector:导播台。":{"LiveDirector:导播台。":{"currentFile":{"count":1,"lastUpdated":1713846588874}}},"Python:小工具,":{"Python:小工具,":{"currentFile":{"count":1,"lastUpdated":1713847220779}}},"HotKeyManager:快捷键相关,可以通过配置实现。":{"HotKeyManager:快捷键相关,可以通过配置实现。":{"currentFile":{"count":1,"lastUpdated":1713948483286}}},"MotionProcessor:导播台,动捕":{"MotionProcessor:导播台,动捕":{"currentFile":{"count":1,"lastUpdated":1714027644634}}},"启动青瞳客户端。右下一。":{"启动青瞳客户端。右下一。":{"currentFile":{"count":1,"lastUpdated":1714027880674}}},"MapEnvironment.Bat修改Server":{"MapEnvironment.Bat修改Server":{"currentFile":{"count":1,"lastUpdated":1714028106908}}},"StreamDock":{"StreamDock":{"currentFile":{"count":1,"lastUpdated":1714033564310}}},"添加道具、物品、场景、特效":{"添加道具、物品、场景、特效":{"currentFile":{"count":1,"lastUpdated":1714036023017}}},"OutlinePass":{"OutlinePass":{"internalLink":{"count":1,"lastUpdated":1715346170348}}}}
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{"128044539":{"128044539":{"currentFile":{"count":1,"lastUpdated":1714359212233}}},"StartLiveDirector:启动Bat文件":{"StartLiveDirector:启动Bat文件":{"currentFile":{"count":1,"lastUpdated":1713845438773}}},"Tools:一些第三方库,以及":{"Tools:一些第三方库,以及":{"currentFile":{"count":1,"lastUpdated":1713845507638}}},"LiveDirector:导播台。":{"LiveDirector:导播台。":{"currentFile":{"count":1,"lastUpdated":1713846588874}}},"Python:小工具,":{"Python:小工具,":{"currentFile":{"count":1,"lastUpdated":1713847220779}}},"HotKeyManager:快捷键相关,可以通过配置实现。":{"HotKeyManager:快捷键相关,可以通过配置实现。":{"currentFile":{"count":1,"lastUpdated":1713948483286}}},"MotionProcessor:导播台,动捕":{"MotionProcessor:导播台,动捕":{"currentFile":{"count":1,"lastUpdated":1714027644634}}},"启动青瞳客户端。右下一。":{"启动青瞳客户端。右下一。":{"currentFile":{"count":1,"lastUpdated":1714027880674}}},"MapEnvironment.Bat修改Server":{"MapEnvironment.Bat修改Server":{"currentFile":{"count":1,"lastUpdated":1714028106908}}},"StreamDock":{"StreamDock":{"currentFile":{"count":1,"lastUpdated":1714033564310}}},"添加道具、物品、场景、特效":{"添加道具、物品、场景、特效":{"currentFile":{"count":1,"lastUpdated":1714036023017}}},"OutlinePass":{"OutlinePass":{"internalLink":{"count":1,"lastUpdated":1715346170348}}},"JNCustomAssetEd:定义修型资产":{"JNCustomAssetEd:定义修型资产":{"currentFile":{"count":1,"lastUpdated":1715827692229}}}}
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@ -136,7 +136,7 @@ PS.
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3. Encode/Decode GBuffer.
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4. UE5 Encode/Decode GBuffer.
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## Plugins
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# Plugins
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1. AssetProcess:自研?资源规范性检测、安全性检测。
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2. AVAudioUE4:商城,公用库,音频播放库。
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3. ChaosBone:自研,骨骼物理模拟插件。
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@ -171,8 +171,191 @@ PS.
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32. VRCapture:自研,Pico相关
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33. VRPlaybackUE:自研,Pico相关。
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34. VRTrack: 自研,VR手套相关。
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## JNAAniamtion
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字节自研的蒙皮角色蒙皮修形插件,实现了LinearPsdSlover、PsdSlover、TwistSlover、ComposeDriver、SkinWeightDriver。
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需要使用中台研发的Maya插件导出角色的基础结构JSON文件,并将后缀名改成**UJSON**后导入。
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## Script
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1. [x] JNAnimation:空。
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2. [x] JNAnimationEd:定义动画节点**AnimGraphNode_JNPoseDriver**。
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3. [x] JNCustomAssetEd:定义角色蒙皮修形资产。定义数据格式位于**UJNPoseDriverAsset**
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4. [x] JNCustomAsset:定义JSON数据载体UJNPoseDriverAsset(UBaseJsonAsset -> UObject)。
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5. [ ] [[#JNAnimationTools]]:
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1. FAnimNode_JNPoseDriver
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2. FComposeDriver
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3. FLinearSolver
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4. FPoseDriverUtils
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5. FPSDSlover
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6. FSkinWeightDriver
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7. FSolverDriver
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8. FTwistSolver
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### JNCustomAsset
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```c++
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USTRUCT(BlueprintType)
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struct FDrivenInfos
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{
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
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TArray<FString> BlendShape;
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
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TArray<FString> Joint;
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};
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USTRUCT(BlueprintType)
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struct FAniCruveInfo
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{
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
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TArray<float> Input;
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
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FDrivenInfos DrivenInfos;
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
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TArray<float> Tangent;
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
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TArray<float> OutTangent;
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
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TArray<float> InTangent;
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
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TArray<float> Value;
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};
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USTRUCT(BlueprintType)
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struct FPSDAniCurveInfo
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{
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
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TArray<FAniCruveInfo> B;
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
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TArray<FAniCruveInfo> U;
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
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TArray<FAniCruveInfo> D;
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
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TArray<FAniCruveInfo> F;
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
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TArray<FAniCruveInfo> DF;
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
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TArray<FAniCruveInfo> UF;
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
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TArray<FAniCruveInfo> DB;
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
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TArray<FAniCruveInfo> UB;
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};
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USTRUCT(BlueprintType)
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struct FPSDSloverInfo
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{
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
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FPSDAniCurveInfo aniCurveInfos;
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
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FString driver;
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
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TArray<float> matrix;
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
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FString parent;
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
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TArray<float> aimAxis;
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};
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USTRUCT(BlueprintType)
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struct FLinearSolverInfo
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{
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
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float coefficient;
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
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FString attribute;
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
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TArray<FAniCruveInfo> aniCurveInfos;
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
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FString driver;
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};
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USTRUCT(BlueprintType)
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struct FComposeDriverInfo
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{
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
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TArray<FString> curveName;
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
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TArray<FString> blendshape;
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};
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USTRUCT(BlueprintType)
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struct FSkinWeightDriverInfo
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{
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
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int index;
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
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FString joint;
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
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TArray<FString> influenceObjects;
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
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TArray<float> weights;
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
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TArray<float> initPoint;
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};
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USTRUCT(BlueprintType)
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struct FTwistSloverInfo
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{
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
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FString inputJoint;
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
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int twistAxis;
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
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TArray<FString> twistJoints;
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
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bool isReverse;
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};
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USTRUCT(BlueprintType)
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struct FPoseDriverSolversInfo
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{
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
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TArray<FPSDSloverInfo> psdSolvers;
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
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TArray<FLinearSolverInfo> linearSolvers;
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
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TArray<FComposeDriverInfo> composeDrivers;
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
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TArray<FSkinWeightDriverInfo> skinWeightDrivers;
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
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TArray<FTwistSloverInfo> twistSolvers;
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};
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UCLASS(BlueprintType)
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class JNCUSTOMASSET_API UJNPoseDriverAsset : public UBaseJsonAsset
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{
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GENERATED_BODY()
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public:
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virtual bool ParseFromJsonObject(const TSharedRef<FJsonObject>& JsonObjectRef) override;
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public:
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UPROPERTY(BlueprintReadWrite, EditDefaultsOnly)
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FPoseDriverSolversInfo SloversInfo;
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};
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```
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### JNAnimationTools
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# Script
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1. DirectorCam:与24个镜头相关。
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2. Editor:RuntimeEditor相关。
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3. LiveDirector:
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@ -314,4 +497,18 @@ P4V - Trunk - tools - ARFaceCap
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## 版本升级
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1. 程序:升级代码后,QA负责测试。
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2. TA:效果美术、QA负责观察。
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2. TA:效果美术、QA负责观察。
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# Content
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## Maps
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### 开发相关
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- Maps
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- Scenes
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- Map_LookDev
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- Map_Hide
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- Map_Lightt
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- Map_LookDev:角色LookDev
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- Map_LookDev_WZY
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- Map_Props:
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### 大世界
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