UE引擎各种虚函数定位特征

1.ProcessEvent

Did not find a parameter that could receive our value of class
"'{{Message}}': Bad or missing property '{{PropertyName}}' when trying to call {{FunctionName}}"

2.PostRender

void UGameViewportClient::DrawTransition(UCanvas* Canvas)
{
    if (bSuppressTransitionMessage == false)
    {
        switch (GetOuterUEngine()->TransitionType)
        {
        case ETransitionType::Loading:
            DrawTransitionMessage(Canvas, NSLOCTEXT("GameViewportClient", "LoadingMessage", "LOADING").ToString());
            break;
        case ETransitionType::Saving:
            DrawTransitionMessage(Canvas, NSLOCTEXT("GameViewportClient", "SavingMessage", "SAVING").ToString());
            break;
        case ETransitionType::Connecting:
            DrawTransitionMessage(Canvas, NSLOCTEXT("GameViewportClient", "ConnectingMessage", "CONNECTING").ToString());
            break;
        case ETransitionType::Precaching:
            DrawTransitionMessage(Canvas, NSLOCTEXT("GameViewportClient", "PrecachingMessage", "PRECACHING").ToString());
            break;
        case ETransitionType::Paused:
            DrawTransitionMessage(Canvas, NSLOCTEXT("GameViewportClient", "PausedMessage", "PAUSED").ToString());
            break;
        case ETransitionType::WaitingToConnect:
            DrawTransitionMessage(Canvas, TEXT("Waiting to connect...")); // Temp - localization of the FString messages is broke atm. Loc this when its fixed.
            break;
        }
    }
}
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