<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[opk8848的专栏]]></title><description><![CDATA[]]></description><link>https://blog.csdn.net/opk8848</link><language>zh-cn</language><generator>https://blog.csdn.net/</generator><copyright><![CDATA[Copyright &copy; opk8848]]></copyright><item><title><![CDATA[ue5 异步 Task]]></title><link>https://blog.csdn.net/opk8848/article/details/164295907</link><guid>https://blog.csdn.net/opk8848/article/details/164295907</guid><author>opk8848</author><pubDate>Wed, 02 Sep 2026 22:24:46 +0800</pubDate><description><![CDATA[ue 5.8。]]></description><category></category></item><item><title><![CDATA[lyra的GAS]]></title><link>https://blog.csdn.net/opk8848/article/details/162848020</link><guid>https://blog.csdn.net/opk8848/article/details/162848020</guid><author>opk8848</author><pubDate>Mon, 13 Jul 2026 19:14:26 +0800</pubDate><description><![CDATA[【代码】lyra的GAS。]]></description><category></category></item><item><title><![CDATA[ue5 lyra的武器从拾取到使用]]></title><link>https://blog.csdn.net/opk8848/article/details/160914367</link><guid>https://blog.csdn.net/opk8848/article/details/160914367</guid><author>opk8848</author><pubDate>Sat, 09 May 2026 12:29:40 +0800</pubDate><description><![CDATA[源码5.7.4。]]></description><category></category></item><item><title><![CDATA[ue 小知识点 load stream level]]></title><link>https://blog.csdn.net/opk8848/article/details/153404041</link><guid>https://blog.csdn.net/opk8848/article/details/153404041</guid><author>opk8848</author><pubDate>Thu, 16 Oct 2025 14:08:10 +0800</pubDate><description><![CDATA[ds上调用 client上能自动加载 前提是make visible after load= true。client上能unload  and  actor setvisiable  不影响 ds上的。而且 sublevel 以如下方式 存放在mainlevel中。上述方法 仅限于  不用world partition。ds上 load unload 直接影响 client上的。]]></description><category></category></item><item><title><![CDATA[world判断是不是server]]></title><link>https://blog.csdn.net/opk8848/article/details/150607521</link><guid>https://blog.csdn.net/opk8848/article/details/150607521</guid><author>opk8848</author><pubDate>Fri, 22 Aug 2025 12:04:09 +0800</pubDate><description><![CDATA[World->GetNetMode() != NM_ClientWorld->GetNetDriver()->IsServer()]]></description><category></category></item><item><title><![CDATA[ue xr 系统]]></title><link>https://blog.csdn.net/opk8848/article/details/149028334</link><guid>https://blog.csdn.net/opk8848/article/details/149028334</guid><author>opk8848</author><pubDate>Mon, 30 Jun 2025 18:41:28 +0800</pubDate><description><![CDATA[ue  vr]]></description><category></category></item><item><title><![CDATA[ue5 小知识点，摄像机拉远，灯光突然不亮的问题]]></title><link>https://blog.csdn.net/opk8848/article/details/145307764</link><guid>https://blog.csdn.net/opk8848/article/details/145307764</guid><author>opk8848</author><pubDate>Wed, 22 Jan 2025 17:32:25 +0800</pubDate><description><![CDATA[数值越小，越远能看到灯光。]]></description><category></category></item><item><title><![CDATA[c++ placement new]]></title><link>https://blog.csdn.net/opk8848/article/details/144031937</link><guid>https://blog.csdn.net/opk8848/article/details/144031937</guid><author>opk8848</author><pubDate>Mon, 25 Nov 2024 17:02:53 +0800</pubDate><description><![CDATA[这种特性使得placement new在自定义内存管理和性能优化方面非常有用。是一种特殊的语法，它允许你在已经分配好的内存块上构造对象。操作符不同，后者既分配内存又调用构造函数来初始化对象。在已有的内存块里new 一个对象，只调用构造函数。普通的new 是先申请内存块，再调用构造函数。这个就是placement new的用法。仅仅调用构造函数，不涉及内存分配。]]></description><category></category></item><item><title><![CDATA[blender]]></title><link>https://blog.csdn.net/opk8848/article/details/141498711</link><guid>https://blog.csdn.net/opk8848/article/details/141498711</guid><author>opk8848</author><pubDate>Sat, 24 Aug 2024 13:49:53 +0800</pubDate><description><![CDATA[]]></description><category></category></item><item><title><![CDATA[编辑器和工具扩展]]></title><link>https://blog.csdn.net/opk8848/article/details/141261794</link><guid>https://blog.csdn.net/opk8848/article/details/141261794</guid><author>opk8848</author><pubDate>Fri, 16 Aug 2024 17:40:17 +0800</pubDate><description><![CDATA[ui提示检查资源的合法性。]]></description><category></category></item><item><title><![CDATA[montage]]></title><link>https://blog.csdn.net/opk8848/article/details/134690192</link><guid>https://blog.csdn.net/opk8848/article/details/134690192</guid><author>opk8848</author><pubDate>Thu, 30 Nov 2023 16:51:22 +0800</pubDate><description><![CDATA[每次都会创建一个新得 montageinstance，如果之前绑定好的end事件 就会失效。则不会所以切换section就用这个。]]></description><category></category></item><item><title><![CDATA[ue5 右击.uproject generator vs project file 错误]]></title><link>https://blog.csdn.net/opk8848/article/details/134087892</link><guid>https://blog.csdn.net/opk8848/article/details/134087892</guid><author>opk8848</author><pubDate>Sat, 28 Oct 2023 10:03:52 +0800</pubDate><description><![CDATA[我感觉在更新vs installer的时候应该自动设置，或者unreal有相关设置，肯定不应该 用户每次升级msvc后手动设置，如果真的是需要手动设置，就成为又一个绊脚石了。那是因为 在C:\Users\{YourUserName}\AppData\Roaming\Unreal Engine\UnrealBuildTool\BuildConfiguration.xml。这个配置文件中写死了 14.31.31103要这个版本编译，所以修改这个版本号 到 您最新的就行。]]></description><category></category></item><item><title><![CDATA[ue5 物理场的应用]]></title><link>https://blog.csdn.net/opk8848/article/details/132661104</link><guid>https://blog.csdn.net/opk8848/article/details/132661104</guid><author>opk8848</author><pubDate>Mon, 04 Sep 2023 09:28:18 +0800</pubDate><description><![CDATA[全局的 局部的 非均匀的 连续变化的  也可以多个叠加。choas 破损 刚体 布料。particle 流体粒子。]]></description><category></category></item><item><title><![CDATA[ue5 小知识点 ue的world type，pie editor game]]></title><link>https://blog.csdn.net/opk8848/article/details/132622331</link><guid>https://blog.csdn.net/opk8848/article/details/132622331</guid><author>opk8848</author><pubDate>Fri, 01 Sep 2023 13:48:15 +0800</pubDate><description><![CDATA[【代码】ue5 小知识点 ue的world type，pie editor game。]]></description><category></category></item><item><title><![CDATA[ue5 c++ interface 接口]]></title><link>https://blog.csdn.net/opk8848/article/details/132578518</link><guid>https://blog.csdn.net/opk8848/article/details/132578518</guid><author>opk8848</author><pubDate>Wed, 30 Aug 2023 13:54:16 +0800</pubDate><description><![CDATA[纯c++ 接口  没有ufunction。]]></description><category></category></item><item><title><![CDATA[ue5 小知识点 CreateDynamicMaterialInstance 和 USkeletalMeshComponent::SetSkeletalMesh 细节]]></title><link>https://blog.csdn.net/opk8848/article/details/130567290</link><guid>https://blog.csdn.net/opk8848/article/details/130567290</guid><author>opk8848</author><pubDate>Mon, 08 May 2023 21:05:24 +0800</pubDate><description><![CDATA[但是从代码上看，SetSkeletalMesh并没有替换新的材质，只是标记了material parameter names dirty，所以这个也是一个注意的细节。UPrimitiveComponent::CreateDynamicMaterialInstance字面意思是创建了一个，内含了并且赋给了自己。不看代码常理来说，set新的mesh了 是不是材质也是新的mesh的材质？如果自己身上的材质已经是动态材质实例了就直接返回。如果不是，就创建，注意，并且赋给自己。]]></description><category></category></item><item><title><![CDATA[ue5 小知识点 transform vector rotator 运算]]></title><link>https://blog.csdn.net/opk8848/article/details/129858412</link><guid>https://blog.csdn.net/opk8848/article/details/129858412</guid><author>opk8848</author><pubDate>Thu, 30 Mar 2023 15:18:39 +0800</pubDate><description><![CDATA[把局部坐标Location转换成世界坐标系下的location。]]></description><category></category></item><item><title><![CDATA[ue5 编译问题 Custom Property List Not Initialized for]]></title><link>https://blog.csdn.net/opk8848/article/details/128482184</link><guid>https://blog.csdn.net/opk8848/article/details/128482184</guid><author>opk8848</author><pubDate>Thu, 29 Dec 2022 16:48:32 +0800</pubDate><description><![CDATA[我在c++的character中 初始化了一个蓝图组件，而蓝图组件中不管是属性的类型或者在函数中用到了cast ，都又指向了  这个character的蓝图类，于是在生成cdo的时候 就是也要构建bp character的 cdo，但是此过程 就是在character的创建cdo的过程。2、在蓝图组件中，通过接口函数调用bp character 方法，这样避免出现 bp character类型在蓝图组件中。我这边出现此种问题主要的原因是  循环引用。]]></description><category></category></item><item><title><![CDATA[ue 编译问题 Error MSB3073]]></title><link>https://blog.csdn.net/opk8848/article/details/128417456</link><guid>https://blog.csdn.net/opk8848/article/details/128417456</guid><author>opk8848</author><pubDate>Fri, 23 Dec 2022 11:24:22 +0800</pubDate><description><![CDATA[问题出现在MSVC编译器（14.32.31326:MSVC v143-VS 2022 C++v14.32-17.2）中。Visual Studio 2022 17.3.3 最新版本，版本过高。使用以下版本 MSVC编译器，重新编译即可。]]></description><category></category></item><item><title><![CDATA[ue5 小知识点 关于抛射物 project]]></title><link>https://blog.csdn.net/opk8848/article/details/128300009</link><guid>https://blog.csdn.net/opk8848/article/details/128300009</guid><author>opk8848</author><pubDate>Tue, 13 Dec 2022 12:15:45 +0800</pubDate><description><![CDATA[用project 组件。]]></description><category></category></item></channel></rss>