WindowsSystem 问题解决分享
这里是遇到并解决了的WindowsSystem问题的方法分享。
Windows键没法搜索问题:
碰到过按下Windows键后,直接输入期望搜索,但显示一直在搜索,未成功。此行为已长达一个多月之久。
原因:
系统里搜索索引库损坏导致目录结构缺失,所以无法进行搜索。
解决办法:
用管理员打开PowerShell(右键Taskbar上的Windows按键,选择Terminal(Admin)
确保搜索服务能正常运行: Restart-Service -Name "WSearch" -Force
检查状态:Get-Service WSearch
重置搜索功能相关系统包:Get-AppxPackage -AllUsers Microsoft.Windows.Search | Reset-AppxPackage
重新初始化索引目录权限(修复可能的访问失败):icacls "C:\ProgramData\Microsoft" /grant administrators:F /t
重新触发系统索引重建:control.exe srchadmin.dll
在弹出的 ...
UE Modeling 建模记录
这是关于UE中建模的指南笔记。
Basic NotesIf you want to edit the model using “Modeling”, you must create the asset using “Create” in Modeling. Otherwise it will show “Selection includes Engine Assets, which cannot be modified”
Core KnowledgeTechniques & TipsTroubleshootingInspirationsReferences
UE Enhanced Inputs
Setup Enhanced Inputs using C++
Add “EnhancedInput” module to project build file (.Build.cs):123456789101112131415161718192021222324// Fill out your copyright notice in the Description page of Project Settings.using UnrealBuildTool;public class SwordSlash : ModuleRules{ public SwordSlash(ReadOnlyTargetRules Target) : base(Target) { PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", &quo ...
离线本地Unreal Engine文档
Unreal Engine的官方文档,一方面服务器太慢,一方面本地的文档打开就是没有渲染过的html,看起来实在太过难受,而且index中的链接都显示查无此文档,十分不方便,于是找到了建立本地文档库的方法,达到在本地跟官方服务器上阅读、搜索文档一样的效果。
docset-unreal-engine工具生成了Unreal Engine文档的docset,后用Zeal软件打开阅读,以下为具体步骤。
将本地官方文档生成docset1. 找到官方文档所在地当你下载了虚幻引擎Unreal Engine之后,本地是自带官方文档zip文件的,路径为:1234<UnrealEngine Installed Path>\Engine\Documentation\Builds这是我自己的路径以供参考D:\App\UnrealEngine Machines\UE_5.3\Engine\Documentation\Builds
这个路径下面有俩个zip文件:
BlueprintAPI-HTML.tgz (蓝图文档)
CppAPI-HTML.tgz (C++文档)
2. 用docset-unre ...
UE Niagara特效记录
这里是Unreal Engine的Niagara特效笔记记录。
Core KnowledgeStructure of Niagara
Niagara System: A container that can be spawned or placed in the world (So you must create a Niagara System to contain the Emitters)
Niagara Emitter: Emits and controls particles
A Niagara System can contain multiple Niagara Emitters.
Create Niagara System/Emitter: Right click in Content Browser -> FX -> Niagara System + Niagara Emitter
Stages in Niagara Emitter
Emitter Spawn
Emitter Update
Lifecycle mode, loop behaviour
S ...
UE 5.3.2 知识记录
这里记载了UE中常用的知识和编码笔记。
C++ 编码
Exposing C++ inherited vars \& funcs to Blueprint
Template Function
Components in C++
Pawn class in C++
Unreal Engine Blueprint
Target Effects
Damped Effect
Circular Movements
UE Basic Knowledge
HEADS UP!
Components
Unreal Property System (Reflection System)
Enhanced Input
UE Basic Operations
Useful Sources
C++ 编码Exposing C++ inherited vars & funcs to BlueprintExposing Variable to Blueprint using UPROPERTY(), 这样可以在编辑器中更快地在蓝图中修改调试。1234567891011121314151 ...
UE 错误解决合集
在跟随Udemy课程《Unreal Engine 5 C++ The Ultimate Game Developer Course》的过程中,碰到了各种因为UE本身或者版本问题导致即使步骤一致,但执行一直出错的情况,遂列举出来,希望对同样碰到这些问题的伙伴有所帮助。
Tick 失效每帧无改变
Build报错function override error
Tick 失效每帧无改变 (5.3.2)在课程中原本代码为PrimaryActorTick.bCanEverTick = true;但这个并没用,即使更改了 void AItem::Tick(float DeltaTime)函数,里面的内容在UE运行后没有任何显示。应该更改的是bStartWithTickEnabled参数:12345678910111213141516AItem::AItem(){ // Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't ne ...
AI论文阅读记录
AI论文记录
Thread的join函数方法
当在多线程任务中,你需要等待一个线程结束后再进行操作,就可以用thread.joinable()来确保它正在运行,同时用thread.join()来等待线程结束并清理它的资源(这个会block跑这个函数的进程/线程,在这里就是会block这个stopThread函数的进程/线程),例子如下:12345678910#include <thread>int stopThread(){ // assume threre is a running thread threadA if (threadA.joinable()) // check if threadA is running { threadA.join(); // join threadA. It waits and blocks the calling thread and waits until threadA finishes. It will also clear all the resourses used by threadA in the end. ...
5.3.2 UE build报错
BuildGraph.Automation.csproj & AutomationScripts.Automation.csproj Error在升级完Unreal Engine到版本5.3.2之后,发现即使用UE自带的空Actor Class进行编译都有俩项如下报错:123========== Build: 46 succeeded, 2 failed, 0 up-to-date, 1 skipped ==========Done building project “BuildGraph.Automation.csproj” – FAILED.Done building project “AutomationScripts.Automation.csproj” – FAILED.
还可能在编译build中遇到没来由的Error:Metadata file '\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Scripts\ref\AutomationScripts.Automation.dl ...
