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XD"},"297212659902971904":{"u":8,"t":1490931420065,"m":"(或者說慣用做法"},"297213043379535873":{"u":0,"t":1490931511493,"m":"slate我的感覺是入門難(語法很詭異),但知道他的寫法後會覺得很方便"},"297213248397246464":{"u":8,"t":1490931560373,"m":"我覺得他語法跟 html 的結構有點像"},"297213323517362176":{"u":8,"t":1490931578283,"m":"如果先做過 web 前端搞不好覺得很直觀XD"},"297213398553460737":{"u":8,"t":1490931596173,"m":"當初剛學也是覺得三小,child slot是三小,add來add去到底在幹嘛"},"297213446271926282":{"u":0,"t":1490931607550,"m":"就decorator 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UProgressBar* ProgressBar = nullptr;\n \n UPROPERTY(meta = (BindWidget, OptionalWidget = true))\n UOverlay* OverlayProgressBar = nullptr; \n這個BindWidget有點強…把邏輯跟畫面設計完全切開了阿,在C++完全不用再去手動FindWidget"},"326537764063412234":{"u":9,"t":1497923069731,"m":"請問UMG上的FontMaterial可以動態修改Material的Scalar Parameter嗎?"},"326542385922441216":{"u":9,"t":1497924171668,"m":"試出來了,用FontMaterial一直拉不出Set Scalar Parameter\n結果直接把Material instance拉給FontMaterial就好"},"326542427945041921":{"u":10,"t":1497924181687,"m":"XD"},"326542472744534017":{"u":10,"t":1497924192368,"m":"我才正要問你是不是指Mat_ins"},"326542510732083235":{"u":9,"t":1497924201425,"m":"","a":[{"url":"https://cdn.discordapp.com/attachments/291407866969980937/326542510128234496/unknown.png"}]},"326542516776337418":{"u":9,"t":1497924202866,"m":"對阿"},"326557484317671424":{"u":1,"t":1497927771406,"m":"只有material instance dynamic才能set Scalar Parameter\n一般material的話要用material parameter collection"},"326557893698650112":{"u":9,"t":1497927869010,"m":"之前做這個直覺都是Material 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Have a great time here :wink: !"},"331295434171482112":{"u":0,"t":1499057386678,"m":"上面的都是unity line群過來的嗎XD"},"331298317713539085":{"u":10,"t":1499058074168,"m":"大部分都是吧"},"331298557141188620":{"u":19,"t":1499058131252,"m":"閒聊一下\n像 @Ted#2745 跟 <@223273532220637184> 有在寫blog\n應該還有其他人也是想分享資訊跟大家交流\n想聯署巴哈 也是希望有個集中的地方 順便靠著巴哈的人氣(?)"},"331301377173094410":{"u":0,"t":1499058803600,"m":"有巴哈的話,就是每次有跟ue4相關新聞的話,就能夠吸到一些對ue4有興趣的人進來。 台灣用ue4的人實在是很少,我認為這麼好的引擎應該要好好的推廣才是"},"331301377814953984":{"u":2,"t":1499058803753,"m":"GG <@223273532220637184>, you just advanced to **level 7** !"},"331339357661167617":{"u":19,"t":1499067858854,"m":"原來如此 是說Epic官方也沒有很用力推廣\n不過UE的文件不是很足的情況下 的確有社群會比較好"},"331362375917633538":{"u":2,"t":1499073346834,"m":"<@318673109223866370>, Welcome to **Unreal Engine Taiwan**! Have a great time here :wink: !"},"331428508347924481":{"u":22,"t":1499089114034,"m":"我有跟別人推廣UE4 不過沒人理我"},"331428690141380608":{"u":22,"t":1499089157377,"m":"考慮之後拍一些簡單的UE4入門在YOUTUBE上"},"331429102517223434":{"u":22,"t":1499089255695,"m":"我一年前放棄UNITY 入坑UE4應該是BP的關係"},"331454780780314636":{"u":5,"t":1499095377870,"m":"https://www.ptt.cc/bbs/GameDesign/M.1498499625.A.606.html\n<@223273532220637184> 這裡有位熱血好漢 不去說得他嗎","e":[{"url":"https://www.ptt.cc/bbs/GameDesign/M.1498499625.A.606.html","type":"link"}]},"331455824834592780":{"u":1,"t":1499095626792,"m":"\"因為我之前做行銷,當初是想寫點工具方便我分析數據\n另外就是台灣行銷太依賴Facebook,覺得做到有點困境\""},"331455858015993863":{"u":1,"t":1499095634703,"m":"這跳超大的XD"},"331460676272914432":{"u":0,"t":1499096783465,"m":"https://www.facebook.com/photo.php?fbid=735506713302178&set=gm.680265968838438&type=3&theater","e":[{"url":"https://www.facebook.com/photo.php?fbid=735506713302178&set=gm.680265968838438&type=3&theater","type":"link"}]},"331464016012771330":{"u":9,"t":1499097579721,"m":"https://blueprintsfromhell.tumblr.com/","e":[{"url":"https://blueprintsfromhell.tumblr.com/","type":"link"}]},"331464414815453207":{"u":0,"t":1499097674803,"m":"我覺得,有辦法管理這些BLUEPRINT的人實在也很強…"},"331464458343809024":{"u":0,"t":1499097685181,"m":"我的話可能早就舉雙手投降了"},"331597352647262209":{"u":10,"t":1499129369652,"m":"看來應該快了(?","a":[{"url":"https://cdn.discordapp.com/attachments/288605729999421440/331597352123105282/88378cb532425627.PNG"}]},"331612118082256901":{"u":11,"t":1499132890006,"m":"","a":[{"url":"https://cdn.discordapp.com/attachments/288605729999421440/331612118082256897/image.png"}]},"331612356654268437":{"u":10,"t":1499132946886,"m":"leo大剛好10等 一一+"},"331612405530492930":{"u":11,"t":1499132958539,"m":"我十級可是不能回文"},"331612454268305419":{"u":11,"t":1499132970159,"m":"搞屁"},"331612546396323842":{"u":10,"t":1499132992124,"m":"沒關係 還沒開始聯署"},"331612598120349698":{"u":10,"t":1499133004456,"m":"現在應該是審核階段而已"},"331613230961131532":{"u":11,"t":1499133155337,"m":"下面有人回文是?"},"331613232597041153":{"u":2,"t":1499133155727,"m":"GG <@236341571111354372>, you just advanced to **level 1** !"},"331614347765743616":{"u":11,"t":1499133421604,"m":"..."},"331614389788475392":{"u":11,"t":1499133431623,"m":"Bot幹嘛"},"331614447548235779":{"u":10,"t":1499133445394,"m":"他恭喜你升級XDD"},"331614508248203265":{"u":10,"t":1499133459866,"m":"回文是純推而已 應該還不算吧"},"331614671545303040":{"u":11,"t":1499133498799,"m":"喔喔"},"331617340552773642":{"u":2,"t":1499134135140,"m":"<@331613482040557568>, Welcome to **Unreal Engine Taiwan**! Have a great time here :wink: !"},"331626198557786112":{"u":2,"t":1499136247053,"m":"<@330830595066167297>, Welcome to **Unreal Engine Taiwan**! Have a great time here :wink: !"},"331633161840754690":{"u":2,"t":1499137907229,"m":"<@331293915015544834>, Welcome to **Unreal Engine Taiwan**! Have a great time here :wink: !"},"331634644653047819":{"u":8,"t":1499138260759,"m":"棒棒"},"331976698226540574":{"u":3,"t":1499219812686,"m":"我推文了!!"},"332048477716742146":{"u":22,"t":1499236926250,"m":"各位我想問一下 UE4能直接把上好材質的模型直接會出來使用嗎?"},"332048605693345793":{"u":22,"t":1499236956762,"m":"像這個東西我想拿去別的專案用","a":[{"url":"https://cdn.discordapp.com/attachments/288605729999421440/332048605693345792/image.png"}]},"332049060309762051":{"u":22,"t":1499237065151,"m":"單純複製資料夾檔案 會直接剩模型材質會跑光光 我按EXPORT 也只會剩模型材質也會不見"},"332049779976568834":{"u":3,"t":1499237236733,"m":"用 migrate"},"330559963120402442":{"u":1,"t":1498882036715,"m":"好"},"330560016547315713":{"u":1,"t":1498882049453,"m":"讓時間自然消滅這問題","f":1},"330585902789427200":{"u":9,"t":1498888221214,"m":"r.CustomDepth == 3 這是什麼意思??"},"330594692079288320":{"u":0,"t":1498890316744,"m":"我記得是把custom depth打開"},"330594879962873867":{"u":9,"t":1498890361539,"m":"喔喔"},"330595863564910602":{"u":0,"t":1498890596048,"m":"editor project setting裡有對應的設定","f":1},"330596081404608512":{"u":9,"t":1498890647985,"m":"","a":[{"url":"https://cdn.discordapp.com/attachments/288605729999421440/330596079534080002/unknown.png"}]},"330596103206731777":{"u":9,"t":1498890653183,"m":"該不會是這個吧?"},"330599290823245824":{"u":0,"t":1498891413170,"m":"是"},"330599350151675906":{"u":9,"t":1498891427315,"m":"👌"},"331095464730689537":{"u":2,"t":1499009710248,"m":"<@331094933647917067>, Welcome to **Unreal Engine Taiwan**! Have a great time here :wink: !"},"331100936262909952":{"u":1,"t":1499011014763,"m":"https://www.ptt.cc/bbs/Soft_Job/M.1491217470.A.FD6.html\n拜讀 <@223273532220637184> 的文章","e":[{"url":"https://www.ptt.cc/bbs/Soft_Job/M.1491217470.A.FD6.html","type":"link"}]},"331101313393754114":{"u":2,"t":1499011104678,"m":"<@289429140740898816>, Welcome to **Unreal Engine Taiwan**! Have a great time here :wink: !"},"331101470155866112":{"u":1,"t":1499011142053,"m":"新人登場 <@289429140740898816>"},"331101551521169423":{"u":24,"t":1499011161452,"m":"完全的新人\n大家多多指教"},"331101722049249281":{"u":9,"t":1499011202109,"m":"這位該不會是,阿祥?"},"331101723525382144":{"u":2,"t":1499011202461,"m":"GG <@292156659785007116>, you just advanced to **level 2** !"},"331101799174111253":{"u":24,"t":1499011220497,"m":"我是啊XD"},"331101925548359681":{"u":24,"t":1499011250627,"m":"不過不曉得是不是你心裡想的阿祥就是了"},"331101957353766923":{"u":24,"t":1499011258210,"m":"😂"},"331101987984769024":{"u":9,"t":1499011265513,"m":"<:yaoming:306118215942144000>"},"331102145791393795":{"u":1,"t":1499011303137,"m":"<:yaoming:306118215942144000>"},"331102210694053893":{"u":2,"t":1499011318611,"m":"<@289429483075665921>, Welcome to **Unreal Engine Taiwan**! Have a great time here :wink: !"},"331102302326882314":{"u":2,"t":1499011340458,"m":"<@290387293011705857>, Welcome to **Unreal Engine Taiwan**! Have a great time here :wink: !"},"331103119666708481":{"u":1,"t":1499011535327,"m":"看來都是unity群的好朋友<:yaoming:306118215942144000> <:ue4:306117305040109568>"},"331103505890803712":{"u":2,"t":1499011627410,"m":"<@88156846967250944>, Welcome to **Unreal Engine Taiwan**! Have a great time here :wink: !"},"331104725032370176":{"u":2,"t":1499011918076,"m":"<@289429076962181120>, Welcome to **Unreal Engine Taiwan**! Have a great time here :wink: !"},"331105133985529856":{"u":5,"t":1499012015578,"m":"@@"},"331105220497244176":{"u":1,"t":1499012036204,"m":"This is <:ue4:306117305040109568> .","f":1},"331112853119434752":{"u":2,"t":1499013855963,"m":"<@331112590606336000>, Welcome to **Unreal Engine Taiwan**! Have a great time here :wink: !"},"331112970988027914":{"u":2,"t":1499013884065,"m":"<@284331013205655554>, Welcome to **Unreal Engine Taiwan**! Have a great time here :wink: !"},"331113214932942859":{"u":25,"t":1499013942226,"m":"Hihi , I'm AlexCC ~ nice to meet you"},"331114319867674634":{"u":2,"t":1499014205663,"m":"<@282870268832251904>, Welcome to **Unreal Engine Taiwan**! Have a great time here :wink: !"},"331114643697172485":{"u":2,"t":1499014282870,"m":"<@282920613130272768>, Welcome to **Unreal Engine Taiwan**! Have a great time here :wink: !"},"331116027096334350":{"u":25,"t":1499014612698,"m":"我是志忠 在unreal 還是個新手 聽說這裡有大神…過來這邊朝聖 請多多指教 ~😁"},"331116494844985346":{"u":1,"t":1499014724218,"m":"這麼多人捧場, 可以申請巴哈討論版了😎"},"331117023608438784":{"u":26,"t":1499014850285,"m":"大家好,我是鴨子,雖然冒昧加入了這裡,但短時間內還是會以先學會 Unity 為優先 XP"},"331214291980255232":{"u":0,"t":1499038040872,"m":"突然多好多人@@ 歡迎"},"331235108587569152":{"u":10,"t":1499043003938,"m":"話說我有寄信去問,申請開版,版主會另外選,所以如果確定要開始了,有需要的話我可以去申請"},"331237403190886411":{"u":0,"t":1499043551014,"m":"Gogogo"},"331237551803203584":{"u":10,"t":1499043586446,"m":"OK"},"331244385146503168":{"u":10,"t":1499045215642,"m":"提出申請了,需要修改什麼請再跟我說"},"331247492693884929":{"u":0,"t":1499045956539,"m":"<@288623580877422592> 原來你等級有到,那就你當版主就行了阿XD"},"331247636688404480":{"u":10,"t":1499045990870,"m":"不行拉,我技術力不夠😭"},"331247637896495114":{"u":2,"t":1499045991158,"m":"GG <@288623580877422592>, you just advanced to **level 4** !"},"331247843182641152":{"u":10,"t":1499046040102,"m":"<@223273532220637184> 不過我剛又掃了一下,開主題版,好像沒有等級限制,使用超過一年有手機認證就可了"},"331248032668581898":{"u":0,"t":1499046085279,"m":"基本上條件是只要對UE4有愛就行了吧~"},"331248299145166849":{"u":0,"t":1499046148812,"m":"https://forum.gamer.com.tw/C.php?bsn=60148&snA=4620&last=1&subbsn=0#down","e":[{"url":"https://forum.gamer.com.tw/C.php?bsn=60148&snA=4620&last=1&subbsn=0","type":"link"}]},"331248389918556162":{"u":10,"t":1499046170454,"m":"哈,個人是希望由有能有閒的人來擔任啦~\"~"},"331248591224176641":{"u":10,"t":1499046218449,"m":"不過我申請內容幾乎拿Unity那篇來改,不知道有沒有過時的格式XD"},"330326632852094976":{"u":2,"t":1498826406444,"m":"GG <@309230814061658114>, you just advanced to **level 1** !"},"330326721662418944":{"u":22,"t":1498826427618,"m":"level 1 ! 這是啥啊!!"},"330326996737589249":{"u":22,"t":1498826493201,"m":"喔沒事 前面留言沒看 原來這是說話等級XD"},"330328891837251584":{"u":5,"t":1498826945028,"m":"<@159985870458322944> Can you rename to UnrealEngineTaiwanBot?"},"330334141436657664":{"u":1,"t":1498828196630,"m":"https://gnn.gamer.com.tw/0/149080.html","e":[{"url":"https://gnn.gamer.com.tw/0/149080.html","type":"link"}]},"330334438103842816":{"u":1,"t":1498828267361,"m":"這一年來的成果\n之後又要回unity開發了"},"330334582136373248":{"u":1,"t":1498828301701,"m":"🙃"},"330350709847621632":{"u":2,"t":1498832146847,"m":"<@313697397542748160>, Welcome to **Unreal Engine Taiwan**! 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\n2.你spawn掉frame的時候 是第一次掉特別多frame,然後第二次之後還好 還是每次spawn都會很嚴重的掉?"},"326986879331205120":{"u":5,"t":1498030147155,"m":"每次spawn都會很嚴重的掉的話就適合作Pool"},"326987000496259072":{"u":5,"t":1498030176043,"m":"第一次掉特別多frame,然後第二次之後還好的話 是牽扯到第一次loading要construct object的問題"},"326987294022172682":{"u":0,"t":1498030246025,"m":"這樣的話就是適合做pool,在begin play的時候先allocate足夠多的actor數量"},"326994801897635842":{"u":12,"t":1498032036042,"m":"BP 跟 C++ 都有呼叫 SpawnActor,我看時間主要都是花在 InstanceActorComponent 裡的 StaticDuplicateObject,還有 RegisterComponent。ConttructObject 也有,只是比例沒有前兩者高"},"326995548915892227":{"u":12,"t":1498032214145,"m":"請問在 BeginPlay 先 allocate 的具體作法大概是如何?\n因為我現在的想法是:\n1. 製作一個 PoolManager 用來設定哪些東西需要 Pool\n2. 開始時就先 spawn 設定的數量,然後讓原本用 Spawn 的地方改用從 Pool 取,只是現在還在研究 Actor 的 Life Cycle 要從哪邊呼叫啟用跟停用。"},"326997463057694731":{"u":0,"t":1498032670512,"m":"大概的想法就是做個actor list啦,然後弄個index去判斷哪些actor現在已經被使用的,使用過後index就++,其實做法有很多種,要看實際的狀況做調整"},"326997808706224129":{"u":0,"t":1498032752921,"m":"比較要注意的是actor spawn到world後要記得設不要tick跟render這樣,只有在真的被使用時再打開這二個"},"327015300132372480":{"u":12,"t":1498036923202,"m":"所以是 spawn 之後只要處理 Tickable 跟 render 就可以了嗎?@@\n因為我再想說是不是應該再跑一次 BeginPlay 跟 EndPlay"},"327016024341741569":{"u":5,"t":1498037095867,"m":"要做回收的話 看要不要object有自己的beginplay或是自己的endplay實作 不要呼叫Unreal原生的?"},"327016165723471872":{"u":5,"t":1498037129575,"m":"OnDispatch跟OnCollect之類的..."},"327017073958191104":{"u":12,"t":1498037346115,"m":"我現在設計的方式是 PoolManager 產生出來的 Actor,會額外替他掛上一個 Component,當呼叫到該 Component 的 EndPlay 的時候去觸發一些處理(ex:取消 pendingKill,丟回給 PoolManager 回收等等)\n增加 OnDispatch 跟 OnCollect 的話,原本的 class 的繼承好像就得都做調整了@@","f":1},"327022501001428995":{"u":5,"t":1498038640023,"m":"這樣聽起來你本來就維護的差不多了??"},"327024908737708033":{"u":12,"t":1498039214072,"m":"並沒有,因為試了後發現沒辦法放在 EndPlay 觸發XD\n時機點太晚了","f":1},"327026322780192789":{"u":12,"t":1498039551206,"m":"原本的如意算盤是希望每個從 Pool 取出來的 Actor 都可以再做一次 BeginPlay,回收時都可以再做一次 EndPlay。只是試到目前看起來是沒辦法...所以想問問大家有沒有其他作法"},"327041914044022796":{"u":0,"t":1498043268453,"m":"自己手動叫就行了啊"},"327042047020367872":{"u":0,"t":1498043300157,"m":"不過建議開別的方法"},"327042241615101964":{"u":0,"t":1498043346552,"m":"再UE4 play framework中插入自己的flow"},"327247406586658826":{"u":12,"t":1498092261693,"m":"感謝,我再試試看~"},"327328247207428099":{"u":0,"t":1498111535599,"m":"!help"},"327328250437173248":{"u":2,"t":1498111536369,"m":"**Levels**\n **!rank** Get a player info and rank\n **!levels** Get a link to the server leaderboard"},"327328303981658112":{"u":0,"t":1498111549135,"m":"玩玩robot XD"},"327328316103327744":{"u":10,"t":1498111552025,"m":"XD"},"327328379483324417":{"u":10,"t":1498111567136,"m":"!rank"},"327328385862991872":{"u":2,"t":1498111568657,"m":"","e":[{"type":"rich"}]},"327328452812341248":{"u":10,"t":1498111584619,"m":"!level"},"327328477915381761":{"u":0,"t":1498111590604,"m":"!levels"},"327328480972767232":{"u":2,"t":1498111591333,"m":"Go check **Unreal Engine Taiwan**'s leaderboard: :wink:"},"327328594927812608":{"u":10,"t":1498111618502,"m":"哈哈 好酷"},"327328945638866945":{"u":0,"t":1498111702118,"m":"這樣就知道誰比較常說話"},"327329015729881088":{"u":10,"t":1498111718829,"m":"XD"},"327330210334769152":{"u":5,"t":1498112003645,"m":"<@159985870458322944> hi"},"327330374852280322":{"u":0,"t":1498112042869,"m":"說設成30秒說一次話會加一次經驗值"},"327334307645620224":{"u":8,"t":1498112980520,"m":"WHAT! 那我要來垃圾話攻擊"},"327334399655804939":{"u":0,"t":1498113002457,"m":"30秒才會加一次,洗也沒用"},"327334601452158987":{"u":10,"t":1498113050569,"m":"沒有權限在test發言XDD"},"327335107713171456":{"u":0,"t":1498113171271,"m":"應該可以了?"},"327335158892068865":{"u":10,"t":1498113183473,"m":"恩恩XDD"},"327335162801291274":{"u":2,"t":1498113184405,"m":"GG <@288623580877422592>, you just advanced to **level 1** !"},"327336243815907330":{"u":0,"t":1498113442139,"m":"這東西就是鼓勵大家說話啦XD"},"327336378662912001":{"u":19,"t":1498113474289,"m":"這功能跟telegram的一樣?"},"327336565489664002":{"u":0,"t":1498113518832,"m":"telegram沒用過"},"327709623148609536":{"u":0,"t":1498202462709,"m":"<@!225620913754734594> 有沒有興趣再去巴哈開ue4的開板連署呢"},"327876291611328523":{"u":2,"t":1498242199567,"m":"<@302674744816435200>, Welcome to **Unreal Engine Taiwan**! 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mesh是指這邊的"},"303008717614350356":{"u":38,"t":1492313307909,"m":"我是用相同骨架跟相同BP沒錯"},"295751819462967306":{"u":4,"t":1490583128563,"m":"build code? 在另外一台嗎?"},"295751841759756289":{"u":10,"t":1490583133879,"m":"對"},"295751985905532928":{"u":5,"t":1490583168246,"m":"要 不然你要上傳你build好的dll才可以"},"295752063047172097":{"u":0,"t":1490583186638,"m":"intermediate清掉重弄看看?"},"295752094370234369":{"u":4,"t":1490583194106,"m":"所以即使檔案同步了,但是還是要每台重新編譯是嗎?"},"295752425619324928":{"u":5,"t":1490583273082,"m":"要build code 或是同步dll 二種其中一種"},"295752604326035457":{"u":4,"t":1490583315689,"m":"好的,我現在就來試試看 ^ ^"},"295758320961060865":{"u":5,"t":1490584678641,"m":"該不會那台電腦第一次build? 那要等兩小時...(倒)"},"295758396534030336":{"u":10,"t":1490584696659,"m":"XDDD 我也好奇有沒有成功"},"295760869780881410":{"u":8,"t":1490585286327,"m":"聽起來是遊戲專案的dll沒上傳到git阿,就是MyProject/Binaries/MyProject-UE4Editor.dll,欸winkey幫我背書 (打錯,不是github是git XD)","f":1},"295762706378784769":{"u":4,"t":1490585724206,"m":"可以了,謝謝各位大大指點啊 (淚"},"295763242805100546":{"u":4,"t":1490585852100,"m":"有機會的話還請讓我請大大們吃個飯,我還以為我今天都要卡在這問題上了...."},"295765629456089090":{"u":11,"t":1490586421122,"m":"有大大編譯VXGI 4。15了嗎?"},"295769421702496256":{"u":0,"t":1490587325264,"m":"binaries這個folder不該進git吧"},"295769994179117068":{"u":0,"t":1490587461753,"m":"我自己是習慣pull完後先執行git clean -d -f -x","f":1},"295770313659252736":{"u":8,"t":1490587537923,"m":"我們之前是除了 intermediate, saved, cache xxx 之外都有進 git, 這樣企劃拉下來就可以直接玩最新的遊戲\n比如說我們改過 C++ 就 build 好之後把 source & dll 都推上去 (我們之前是用 P4 啦,但使用情境是這樣"},"295770496316735499":{"u":0,"t":1490587581472,"m":"嗯,這樣是省了build的時間"},"295770925146832898":{"u":0,"t":1490587683713,"m":"只是我習慣專案剛下來的時候是乾淨的,才不會有一堆奇怪的問題"},"295771125571387392":{"u":5,"t":1490587731498,"m":"專案中並非每個人都需要build code \n而且各自有版本也容易造成每個人的bug都不一樣\n有個公共的版本比較好找問題"},"295771556536254475":{"u":0,"t":1490587834248,"m":"Binaries\nDerivedDataCache\nIntermediate\nSaved\n*.VC.db\n*.opensdf\n*.opendb\n*.sdf\n*.sln\n*.suo\n*.xcodeproj\n*.xcworkspace 這邊的ignore list是用引擎的工具產出來的"},"295771718193119233":{"u":0,"t":1490587872790,"m":"binaries要不要進確實是看團隊需求沒錯"},"295771942143918081":{"u":5,"t":1490587926184,"m":"使用git 不要放binaries其實是對的"},"295772107764269056":{"u":5,"t":1490587965671,"m":"硬碟會很快滿"},"295772158309957642":{"u":8,"t":1490587977722,"m":"也是一種考量~不過企劃一般應該是不會用自己的機器build? 所以遊戲改過C++就build好把dll扔上去給他們玩,這應該也就是類似一般所謂出版本的概念吧?\n我們改過engine source也是會把engine的dll丟上去給企劃&美術抓,那程式synce source & dll下來之後還是可以自己爽build是沒問題\n看團隊需求應該也是OK啦~~~~"},"295772202777968640":{"u":8,"t":1490587988324,"m":"對阿git不能板控binary...已哭"},"295772223246172160":{"u":0,"t":1490587993204,"m":"binrary檔都要進lfs吧"},"295772230514769920":{"u":8,"t":1490587994937,"m":"不適合*** 修正"},"295772563856949248":{"u":8,"t":1490588074412,"m":"之前有看過一份官方建議哪些可以進source control的文件,熊熊找不到"},"295772663836573717":{"u":0,"t":1490588098249,"m":"除了上面我列的那些都要進阿XD"},"295772773211439104":{"u":0,"t":1490588124326,"m":"喔,還有其他的.vs這個資料夾要自己手動列進ignore"},"295772878899511298":{"u":0,"t":1490588149524,"m":".vscode 跟.vs"},"295773657026920448":{"u":8,"t":1490588335044,"m":"應該有參考過這份,Binaries 是 optional\nhttps://docs.unrealengine.com/latest/INT/Engine/Basics/SourceControl/Perforce/index.html\n\n某 staff 的建議\nhttps://answers.unrealengine.com/questions/187425/what-do-you-put-under-source-control.html\n\n\n還有參考過這個\nhttp://gamedev.stackexchange.com/questions/72248/which-unreal-engine-4-project-files-can-i-ignore-in-source-control\n\n官方另外有詳細說明每個資料夾在幹嘛\nhttps://docs.unrealengine.com/latest/INT/Engine/Basics/DirectoryStructure/index.html","e":[{"url":"https://docs.unrealengine.com/latest/INT/Engine/Basics/SourceControl/Perforce/index.html","type":"article"},{"url":"https://answers.unrealengine.com/questions/187425/what-do-you-put-under-source-control.html","type":"link"},{"url":"http://gamedev.stackexchange.com/questions/72248/which-unreal-engine-4-project-files-can-i-ignore-in-source-control","type":"link"},{"url":"https://docs.unrealengine.com/latest/INT/Engine/Basics/DirectoryStructure/index.html","type":"article"}]},"295774046623105044":{"u":5,"t":1490588427931,"m":"Git lfs我去年有試過 覺得用起來不順手 可能我沒弄好"},"295774297497141248":{"u":0,"t":1490588487744,"m":"去年是不順,但最近很穩了"},"295774333773545473":{"u":0,"t":1490588496393,"m":"我已經用了3個多月了"},"295774448928423936":{"u":0,"t":1490588523848,"m":"記得版本都更新到最新的就是"},"295774564468654080":{"u":0,"t":1490588551395,"m":"2個月前我還有遇到一個很嚴重的bug,不過還好之後的lfs版本就修掉了"},"295774926642872320":{"u":5,"t":1490588637744,"m":"了解~之後有機會再用看看"},"295775134474567680":{"u":0,"t":1490588687295,"m":"lfs要搭微軟的vsts服務,空間才不會被限制"},"295775192611946496":{"u":0,"t":1490588701156,"m":"bitbucket免費才10GB而已"},"295775339492278273":{"u":0,"t":1490588736175,"m":"微軟的是無限空間"},"295775408291315724":{"u":5,"t":1490588752578,"m":"我是自架Gitlab"},"295775523760766977":{"u":8,"t":1490588780108,"m":"激烈伯"},"295775532774064131":{"u":0,"t":1490588782257,"m":"那就沒差~"},"295776833582923777":{"u":5,"t":1490589092394,"m":"請問dorgon有計劃要寫UE4 CI相關的心得嗎"},"295776961232371722":{"u":5,"t":1490589122828,"m":"自動出版本"},"295779163682635787":{"u":0,"t":1490589647933,"m":"有阿"},"295779950353580032":{"u":0,"t":1490589835490,"m":"基本上就是要去理解UAT有哪些指令可以用"},"297221474899722240":{"u":0,"t":1490933521724,"m":"有點疑問現在大家都用哪個版本在開發阿?我自己是升上4.15.1了"},"297233412270456832":{"u":5,"t":1490936367815,"m":"4.11"},"291589182319624202":{"u":17,"t":1489590678530,"m":"gear是已經要出二代,有一定的市場"},"292042903612817408":{"u":39,"t":1489698854116,"m":"各位好,我是從PTT GD版過來的,請問這邊有什麼要注意遵守的嗎?@@"},"292085082426966016":{"u":17,"t":1489708910329,"m":"歡迎新入坑的UNREALer!\n-這邊隨便聊,話題不設限但是平時盡量跟UNREAL有關\n-資源很多可以看上面的懶人包請慢爬\n-工商需求可自行私聊\n\n-有任何問題請在對應頻道發問!"},"292085145547177986":{"u":17,"t":1489708925378,"m":"我直接複製dorgon的訊息啦~"},"292117233076011008":{"u":5,"t":1489716575641,"m":"<@115385224119975941> hihi?"},"292124324767203329":{"u":0,"t":1489718266432,"m":"那個是robot"},"292124512118374401":{"u":0,"t":1489718311100,"m":"會回應的話比較嚇人"},"292140601347145730":{"u":5,"t":1489722147071,"m":"我之前玩好幾個都會亂回XD"},"292228661090844672":{"u":0,"t":1489743142150,"m":"https://www.youtube.com/watch?v=KnWY0mE_Mhk UE5 XDDDDDDDD","e":[{"url":"https://www.youtube.com/watch?v=KnWY0mE_Mhk","type":"video"}]},"292228700110454785":{"u":0,"t":1489743151453,"m":"好真"},"292229021574496257":{"u":10,"t":1489743228096,"m":"XDDD"},"293318379333484544":{"u":40,"t":1490002951225,"m":"有人玩過這個嗎?\nhttps://wiki.unrealengine.com/Speech_Recognition_Plugin","e":[{"url":"https://wiki.unrealengine.com/Speech_Recognition_Plugin","type":"article"}]},"293320155256193024":{"u":40,"t":1490003374638,"m":"我設定成中文可是出現的顯示還是英文"},"293783907558490113":{"u":11,"t":1490113941803,"m":"滿帥的"},"293783932640559104":{"u":11,"t":1490113947783,"m":"語言吧?"},"293784079571353600":{"u":11,"t":1490113982814,"m":""},"293784625912872960":{"u":11,"t":1490114113072,"m":"他有弄中文?"},"294013545094578176":{"u":38,"t":1490168691658,"m":"github進行clone到一半就卡死,是他那邊的問題還我這邊的問題?"},"294021063895941120":{"u":5,"t":1490170484280,"m":"Windows的話開一下資源監視器 看看網路跟硬碟的部份有沒有在動 有的話就是還在抓"},"294024282105708544":{"u":38,"t":1490171251561,"m":"都停了"},"294062024919613441":{"u":41,"t":1490180250149,"m":"可能網路問題吧 網路斷了一下也說不定"},"294063063873880064":{"u":0,"t":1490180497855,"m":"GIT_TRACE = 1 git clone xxxxx"},"294063102071275520":{"u":0,"t":1490180506962,"m":"看看log唄"},"294081123385081856":{"u":38,"t":1490184803578,"m":"結果一用就成功了"},"294327201367588864":{"u":18,"t":1490243473141,"m":"Show case 那個分類比較合適?"},"294333122567208960":{"u":11,"t":1490244884865,"m":"JOB?"},"294336363338137601":{"u":11,"t":1490245657525,"m":"「中國之星計劃」(China Hero Project)官網:\nhttp://www.playstation.com.cn/chinaheroproject/index.html"},"294341289976004609":{"u":0,"t":1490246832127,"m":"show case是指?自己正在製作中的專案嗎?"},"294341512018264065":{"u":0,"t":1490246885066,"m":"我開了一個work-in-progress的頻道,想要宣傳自己的工作項目的可以到那邊~","f":1},"294346431177687040":{"u":18,"t":1490248057885,"m":"好的 謝謝"},"294366499475423232":{"u":11,"t":1490252842540,"m":"","a":[{"url":"https://cdn.discordapp.com/attachments/288605729999421440/294366498993209344/BLZ3CQL7DXFLC2H5D.jpg"}]},"294366529531674624":{"u":11,"t":1490252849706,"m":"","a":[{"url":"https://cdn.discordapp.com/attachments/288605729999421440/294366529041072128/BNX570ELZWYGVVC2.jpg"}]},"295740613645697027":{"u":4,"t":1490580456888,"m":"一大早又要請教大大們了,我現在是用github做unreal的版本控管,但我發現只有content下的檔案在同步後會正常顯示,但source下的檔案雖然會同步,但unreal編輯器裡不會險示,這個情況有大大遇過嗎?"},"295746803968507915":{"u":4,"t":1490581932776,"m":"應該說,我在editor建立了一個c++ class繼承actor,然後push上去,但我發現其他電腦雖然有pull下來,但在editor看不到這個c++ class"},"295746928350855168":{"u":4,"t":1490581962431,"m":"有大大遇過嗎?"},"295747121687298048":{"u":5,"t":1490582008526,"m":"有build code嗎"},"295749451736285185":{"u":4,"t":1490582564053,"m":"有"},"295749641478078465":{"u":4,"t":1490582609291,"m":"我在自己的電腦看得到,去了另外一台就沒有"},"295749937751261186":{"u":4,"t":1490582679928,"m":"也有確定c++ class是有UCLASS() 的"},"295750291750649857":{"u":10,"t":1490582764328,"m":"按一下這個看看,在 build一次再重開editor看看?","a":[{"url":"https://cdn.discordapp.com/attachments/288605729999421440/295750291750649856/1.png"}]},"295750389704294400":{"u":10,"t":1490582787682,"m":"好像有碰過,但沒注意後來他怎出現的XD"},"295750413783924736":{"u":4,"t":1490582793423,"m":"另外一台電腦用檔案總管看得到檔案,但unreal editor裡看不到"},"295750647532355585":{"u":4,"t":1490582849153,"m":"這我自己的電腦有做,另外一台電腦也要這麼做嗎?"},"295750673717395457":{"u":10,"t":1490582855396,"m":"恩"},"295750744944934923":{"u":10,"t":1490582872378,"m":"先試試看,因為我也忘了QQ"},"295751404621135874":{"u":4,"t":1490583029657,"m":"還是沒有..."},"295751494148554752":{"u":5,"t":1490583051002,"m":"你程式檔有新增的話就要重現generate project file不然在solution哪看不到"},"295751616219578368":{"u":10,"t":1490583080106,"m":"好吧,我回家再試試看,因為我有碰到跟你一樣的,但後來有出現"},"295751671043325953":{"u":5,"t":1490583093177,"m":"重gen之後要build code"},"295751718497419266":{"u":4,"t":1490583104491,"m":"有,我剛在另一台做這個動作了,但還是沒有"},"290122518986096640":{"u":1,"t":1489240998742,"m":"https://www.youtube.com/watch?v=A0BfZoFZyBs\n跪著聽的演講, 在講The Human Race怎做的","e":[{"url":"https://www.youtube.com/watch?v=A0BfZoFZyBs","type":"video"}]},"290122529786298369":{"u":1,"t":1489241001317,"m":"https://www.youtube.com/watch?v=VJEoY1JT71c","e":[{"url":"https://www.youtube.com/watch?v=VJEoY1JT71c","type":"video"}]},"290139861657321482":{"u":42,"t":1489245133557,"m":"想請教一下各位大大們 , 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Recall》的设计思路,以及在开发中遇到的问题和解决方案.pdf\n7.典型美术相关问题以及这些问题的解决方法.pptx\n\nhttps://www.dropbox.com/s/atkdtgljtww23u5/EPIC%20OPEN%20DAY.7z?dl=0&fb=1&fb_action_ids=10212654730793384&fb_action_types=dropboxdropbox%3Aupdate","f":1,"e":[{"url":"https://www.dropbox.com/s/atkdtgljtww23u5/EPIC%20OPEN%20DAY.7z?dl=0&fb=1&fb_action_ids=10212654730793384&fb_action_types=dropboxdropbox%3Aupdate","type":"link"}]},"312513098890084354":{"u":11,"t":1494579328988,"m":"http://www.gamasutra.com/view/news/296681/Game_Design_Deep_Dive_Milestone_Srl_on_reworking_Unreal_for_racing.php?utm_source=launcher&utm_medium=chromium&utm_term=spotlight&utm_content=gamasutra&utm_campaign=communitytab","e":[{"url":"http://www.gamasutra.com/view/news/296681/Game_Design_Deep_Dive_Milestone_Srl_on_reworking_Unreal_for_racing.php?utm_source=launcher&utm_medium=chromium&utm_term=spotlight&utm_content=gamasutra&utm_campaign=communitytab","type":"link"}]},"312895160633524224":{"u":23,"t":1494670419606,"m":"找到幾個看起來不錯的C++ project tutorial:\nhttps://www.youtube.com/playlist?list=PL3gCaTLUSAUtfAcl5JHjhmyjFiSuHOnf8","f":1,"e":[{"url":"https://www.youtube.com/playlist?list=PL3gCaTLUSAUtfAcl5JHjhmyjFiSuHOnf8","type":"link"}]},"312895286903177226":{"u":23,"t":1494670449711,"m":"https://wiki.unrealengine.com/Survival_sample_game","e":[{"url":"https://wiki.unrealengine.com/Survival_sample_game","type":"article"}]},"316427240445575168":{"u":1,"t":1495512533056,"m":"今天送ue4 bp的書\r\nhttps://www.packtpub.com/packt/offers/free-learning","e":[{"url":"https://www.packtpub.com/packt/offers/free-learning","type":"link"}],"a":[{"url":"https://cdn.discordapp.com/attachments/288880314418462720/316427239832944641/unknown.png"}]},"316838110363123713":{"u":10,"t":1495610492078,"m":"感覺不錯的光照設定\nhttp://unrealchina.com/thread-432-1-1.html"},"316843693397245956":{"u":0,"t":1495611823177,"m":"https://www.youtube.com/watch?v=qu3NfoXNZG4 不錯的光照與render基礎講解","e":[{"url":"https://www.youtube.com/watch?v=qu3NfoXNZG4","type":"video"}]},"317191969954594817":{"u":11,"t":1495694858779,"m":"louis喔 本人很NICE"},"317192343050518528":{"u":1,"t":1495694947732,"m":"?"},"317193064886304769":{"u":10,"t":1495695119831,"m":"dorgon大影片的主講人吧"},"317193423755018241":{"u":11,"t":1495695205392,"m":"白髮熟男"},"317235917251280896":{"u":0,"t":1495705336631,"m":"https://forums.unrealengine.com/showthread.php?80021-Free-Community-Assets 一堆免費資源!","f":1},"319372142040973322":{"u":1,"t":1496214652310,"m":"https://www.mixamo.com/store/#/\n這網站的動畫好像是免費的 可以抓來玩玩"},"319382380940886026":{"u":0,"t":1496217093454,"m":"有看到是什麼license嗎?@@","f":1},"319382931422445569":{"u":1,"t":1496217224699,"m":"","a":[{"url":"https://cdn.discordapp.com/attachments/288880314418462720/319382930965397504/unknown.png"}]},"319416815845376001":{"u":1,"t":1496225303375,"m":"那個動畫匯入還需要retarget animation\n一整個手工業啊🙃","f":1},"321893962275356682":{"u":0,"t":1496815901107,"m":"https://www.youtube.com/watch?v=sY_PlR3IIHw 這系列的tip都很實用","e":[{"url":"https://www.youtube.com/watch?v=sY_PlR3IIHw","type":"video"}]},"321915898044612610":{"u":11,"t":1496821131002,"m":"https://trello.com/c/g4XR9mXx/130-compositing-and-mixed-reality-tools MR roadmap","e":[{"url":"https://trello.com/c/g4XR9mXx","type":"rich"}]},"323270883403628544":{"u":23,"t":1497144184686,"m":"「Mixamo網站在今年8月22日要大改版了,現在這些免費角色跟動作將無法再從網站下載,有興趣的人現在快去下載回來備份,」\nhttps://www.ptt.cc/bbs/GameDesign/M.1497079562.A.E73.html","e":[{"url":"https://www.ptt.cc/bbs/GameDesign/M.1497079562.A.E73.html","type":"link"}]},"326282894173536257":{"u":0,"t":1497862304014,"m":"https://tieba.baidu.com/p/4936414284 UE4 DLC更新技术探索"},"326293226002841600":{"u":1,"t":1497864767314,"m":"發現有這個node","a":[{"url":"https://cdn.discordapp.com/attachments/288880314418462720/326293225390211072/unknown.png"}]},"326293984945242112":{"u":1,"t":1497864948260,"m":"","a":[{"url":"https://cdn.discordapp.com/attachments/288880314418462720/326293984467222529/unknown.png"}]},"326551315285016576":{"u":10,"t":1497926300594,"m":"http://www.kosmokleaner.de/ownsoft/UE4CVarBrowser.html 這個是之前別人分享的,不知道有沒有重複PO過,查詢滿好用的"},"326552094226120704":{"u":10,"t":1497926486308,"m":"前陣子在搞BufferVisualizationDumpFrames剛好有用到"},"326553224796569600":{"u":5,"t":1497926755857,"m":"hmm.........好像有點舊 a.uro.draw沒有"},"326553292585041920":{"u":10,"t":1497926772019,"m":"對阿 我剛也發現好像滿舊的XD"},"326553330006491137":{"u":5,"t":1497926780941,"m":"Last Update: 12.12.2014"},"326553363615449089":{"u":10,"t":1497926788954,"m":"恩阿XDDD"},"326553575620870144":{"u":10,"t":1497926839500,"m":"新的可能就要在找找了"},"326555961030344714":{"u":1,"t":1497927408226,"m":"這蠻常用的"},"326556088453300265":{"u":1,"t":1497927438606,"m":"epic真的該把文件更新了, commandline說明都不清楚"},"326556366250442754":{"u":10,"t":1497927504838,"m":"真的 這幾天在看Material的"},"326556382855692288":{"u":10,"t":1497927508797,"m":"都停在4.9.."},"326565666754920458":{"u":0,"t":1497929722251,"m":"code就是文件XD"},"326567708927852554":{"u":5,"t":1497930209143,"m":"code就是文件+1 另一個就是a打到z慢慢看 \n我記得有個command好像是把所有command印出來? 還是把所有commandlet印出來 有點忘了","f":1},"331726791351730178":{"u":8,"t":1499160230244,"m":"把所有win-key印出來"},"331733601852981249":{"u":5,"t":1499161853994,"m":"DumpConsoleCommands 可以印出所有註冊的command\n感謝Marson提醒","f":1},"331760456052244481":{"u":0,"t":1499168256534,"m":""},"288880685215645696":{"u":11,"t":1488944922499,"m":"UE4++相關的教學文章,有興趣的可以去看看:http://dorgon.horizon-studio.net/section/unrealengine","e":[{"url":"http://dorgon.horizon-studio.net/section/unrealengine","type":"video"}]},"288880833144553482":{"u":11,"t":1488944957768,"m":"虛幻中國有蠻多資源,不過近期在移主機所以有點慢\nhttp://www.unrealchina.net/portal.php\n不過基本上都是快樂版的東西,研究研究就好,要商用要小心版權喔","e":[{"url":"http://www.unrealchina.net/portal.php","type":"link"}]},"288880862722785290":{"u":11,"t":1488944964820,"m":"https://mega.nz/#F!9YRxmAKT!FomNdF8WZiMtxSowM2RQYg\n虚幻4游戏引擎官方入门自学到提高全218集(1080P中文字幕)","e":[{"url":"https://mega.nz/#F!9YRxmAKT!FomNdF8WZiMtxSowM2RQYg","type":"link"}]},"288881053714743300":{"u":1,"t":1488945010356,"m":"中國高手寫的UE4 C++ 概念\nhttps://zhuanlan.zhihu.com/insideue4","f":1,"e":[{"url":"https://zhuanlan.zhihu.com/insideue4","type":"link"}]},"288881574349504512":{"u":11,"t":1488945134485,"m":"UE4水管教學\nhttps://www.youtube.com/playlist?list=PLZlv_N0_O1gasd4IcOe9Cx9wHoBB7rxFl\nhttps://www.youtube.com/watch?v=XDsJOFyxMnw\nhttps://www.youtube.com/playlist?list=PLZlv_N0_O1gak1_FoAJVrEGiLIploeF3F\nhttps://www.youtube.com/playlist?list=PLZlv_N0_O1gbYMYfhhdzfW1tUV4jU0YxH\nhttps://www.youtube.com/playlist?list=PLZlv_N0_O1ga2b_ZaJoaR5dLHOFw4-MMl\nhttps://www.youtube.com/playlist?list=PLZlv_N0_O1gbNPbI5j7WoMWEc0GNTNin4\nhttps://www.youtube.com/playlist?list=PLZlv_N0_O1gZS5HylO_368myr-Kg2ZLwb\nhttps://www.youtube.com/playlist?list=PLZlv_N0_O1gZAjYuGIwtOHigppYa3CVLh\nhttps://www.youtube.com/playlist?list=PLZlv_N0_O1gYwhBTjNLSFPRiBpwe5sTwc\nhttps://www.youtube.com/watch?v=aPu7KqCZhnw\nhttps://www.youtube.com/playlist?list=PLZlv_N0_O1gbQjgY0nDwZNYe_N8IcYWS-\nhttps://www.youtube.com/playlist?list=PLZlv_N0_O1gYDLyB3LVfjYIcbBe8NqR8t\nhttps://www.youtube.com/watch?v=Q3AvZmZEPyc\nhttps://www.youtube.com/playlist?list=PLZlv_N0_O1gb5xvsc7VM7pfoRAKLuIcFi\nhttps://www.youtube.com/playlist?list=PLZlv_N0_O1gZo6zXTHGGSH8gxaA7a_zCt","e":[{"url":"https://www.youtube.com/playlist?list=PLZlv_N0_O1gasd4IcOe9Cx9wHoBB7rxFl","type":"video"},{"url":"https://www.youtube.com/watch?v=XDsJOFyxMnw","type":"video"},{"url":"https://www.youtube.com/playlist?list=PLZlv_N0_O1gak1_FoAJVrEGiLIploeF3F","type":"video"},{"url":"https://www.youtube.com/playlist?list=PLZlv_N0_O1gbYMYfhhdzfW1tUV4jU0YxH","type":"video"},{"url":"https://www.youtube.com/playlist?list=PLZlv_N0_O1ga2b_ZaJoaR5dLHOFw4-MMl","type":"video"},{"url":"https://www.youtube.com/playlist?list=PLZlv_N0_O1gbNPbI5j7WoMWEc0GNTNin4","type":"video"},{"url":"https://www.youtube.com/playlist?list=PLZlv_N0_O1gZS5HylO_368myr-Kg2ZLwb","type":"video"},{"url":"https://www.youtube.com/playlist?list=PLZlv_N0_O1gZAjYuGIwtOHigppYa3CVLh","type":"video"},{"url":"https://www.youtube.com/playlist?list=PLZlv_N0_O1gYwhBTjNLSFPRiBpwe5sTwc","type":"video"},{"url":"https://www.youtube.com/watch?v=aPu7KqCZhnw","type":"video"},{"url":"https://www.youtube.com/playlist?list=PLZlv_N0_O1gbQjgY0nDwZNYe_N8IcYWS-","type":"video"},{"url":"https://www.youtube.com/playlist?list=PLZlv_N0_O1gYDLyB3LVfjYIcbBe8NqR8t","type":"video"},{"url":"https://www.youtube.com/watch?v=Q3AvZmZEPyc","type":"video"},{"url":"https://www.youtube.com/playlist?list=PLZlv_N0_O1gb5xvsc7VM7pfoRAKLuIcFi","type":"video"},{"url":"https://www.youtube.com/playlist?list=PLZlv_N0_O1gZo6zXTHGGSH8gxaA7a_zCt","type":"video"}]},"288881744323543041":{"u":11,"t":1488945175010,"m":"https://www.youtube.com/playlist?list=PLZlv_N0_O1gb2ZoKzTApbv3LvhaXJ9elg","e":[{"url":"https://www.youtube.com/playlist?list=PLZlv_N0_O1gb2ZoKzTApbv3LvhaXJ9elg","type":"video"}]},"288881766662668289":{"u":11,"t":1488945180336,"m":"https://www.youtube.com/playlist?list=PLZlv_N0_O1gaHlJrP4F12Px7ceHw3PDq-","e":[{"url":"https://www.youtube.com/playlist?list=PLZlv_N0_O1gaHlJrP4F12Px7ceHw3PDq-","type":"video"}]},"288881794881814528":{"u":11,"t":1488945187064,"m":"https://www.youtube.com/playlist?list=PLZlv_N0_O1gaz6eETtIxcmUDnqu5A-8At","e":[{"url":"https://www.youtube.com/playlist?list=PLZlv_N0_O1gaz6eETtIxcmUDnqu5A-8At","type":"video"}]},"288881839471460352":{"u":11,"t":1488945197695,"m":"https://www.youtube.com/watch?v=usjlNHPn-jo\n180-downloading and building UE4 source.avi\n\nhttps://www.youtube.com/watch?v=pLld-q81AlM\n181-blueprint favorites.avi\n\nhttps://www.youtube.com/watch?v=SlAqhhZcfMc\n182-blueprints_new character movement features.avi\n\nhttps://www.youtube.com/watch?v=9-7SmkasS_A\n183-spawning dynamic objects.avi\n\nhttps://www.youtube.com/watch?v=XYPPd5oLoPM\n184-location based opacity in UE4 part1.avi\n\nhttps://www.youtube.com/watch?v=CkEueafOvFg\n185-location based opacity in UE4 part2.avi\n\nhttps://www.youtube.com/watch?v=0JHSEFX8ldc\n186-using textures to create random motion.avi\n\nhttps://www.youtube.com/watch?v=i9ImbiTnfCM\n187-fire material.avi\n\nhttps://www.youtube.com/watch?v=yrZpqjTSDTM\n188-particle materials.avi\n\nhttps://www.youtube.com/watch?v=GLJC1qG3oK4\n189-8 bit pixellize.avi\n\nhttps://www.youtube.com/watch?v=rxM6QVwrzBg\n190-the solus project blueprint and content overview part1-level and content.avi\n\nhttps://www.youtube.com/watch?v=qr4ZjieAQKY\n193-using blueprintable components for game behavior.avi\n\nhttps://www.youtube.com/watch?v=aqRUe7pm4Ok\n194-how to make a simple conveyor volume.avi\n\nhttps://www.youtube.com/watch?v=5kltaGld6fQ\n195-how to make a hover component.avi\n\nhttps://www.youtube.com/watch?v=6admWItFIsE\n196-how to make a jump-pad.avi\n\nhttps://www.youtube.com/watch?v=oX_uSjO270g\n197-how to create a cool slow motion effect.avi\n\nhttps://www.youtube.com/watch?v=BeztKC4cO18\n198-easy things are easy_timers.avi\n\nhttps://www.youtube.com/watch?v=-gGiEmYj4oE\n199-easy things are easy_destructible.avi\n\n200-easy things are easy_color grading.avi\n\nhttps://www.youtube.com/watch?v=1nMKHwsXSCc\n201-easy things are easy_camera shake.avi\n\n------------------------------------------------------------------------\n\nhttps://www.youtube.com/playlist?list=PLZlv_N0_O1gbY4FN8pZuEPVC9PzQThNn1","e":[{"url":"https://www.youtube.com/watch?v=usjlNHPn-jo","type":"video"},{"url":"https://www.youtube.com/watch?v=pLld-q81AlM","type":"video"},{"url":"https://www.youtube.com/watch?v=SlAqhhZcfMc","type":"video"},{"url":"https://www.youtube.com/watch?v=9-7SmkasS_A","type":"video"},{"url":"https://www.youtube.com/watch?v=XYPPd5oLoPM","type":"video"},{"url":"https://www.youtube.com/watch?v=CkEueafOvFg","type":"video"},{"url":"https://www.youtube.com/watch?v=0JHSEFX8ldc","type":"video"},{"url":"https://www.youtube.com/watch?v=i9ImbiTnfCM","type":"video"},{"url":"https://www.youtube.com/watch?v=yrZpqjTSDTM","type":"video"},{"url":"https://www.youtube.com/watch?v=GLJC1qG3oK4","type":"video"},{"url":"https://www.youtube.com/watch?v=rxM6QVwrzBg","type":"video"},{"url":"https://www.youtube.com/watch?v=qr4ZjieAQKY","type":"video"},{"url":"https://www.youtube.com/watch?v=aqRUe7pm4Ok","type":"video"},{"url":"https://www.youtube.com/watch?v=5kltaGld6fQ","type":"video"},{"url":"https://www.youtube.com/watch?v=6admWItFIsE","type":"video"},{"url":"https://www.youtube.com/watch?v=oX_uSjO270g","type":"video"},{"url":"https://www.youtube.com/watch?v=BeztKC4cO18","type":"video"},{"url":"https://www.youtube.com/watch?v=-gGiEmYj4oE","type":"video"},{"url":"https://www.youtube.com/watch?v=1nMKHwsXSCc","type":"video"},{"url":"https://www.youtube.com/playlist?list=PLZlv_N0_O1gbY4FN8pZuEPVC9PzQThNn1","type":"video"}]},"288881872665182209":{"u":11,"t":1488945205609,"m":"http://cedric.bnslv.de/unreal-engine-4-network-compendium-released/ \n超讚UE4網路相關教學"},"288881896484503552":{"u":11,"t":1488945211288,"m":"https://www.artstation.com/artist/maverickxx\n學儒的","e":[{"url":"https://www.artstation.com/artist/maverickxx","type":"link"}]},"288881926226575361":{"u":11,"t":1488945218379,"m":"依據Tom's Hardware的文章,Rift比Vive不容易看到像素是因為鏡片差異,Rift鏡片的Fresnel ridges比較密集,所以會有比較明顯的光線散射現象,看到的畫面有一點點暈開所以像素間的格線不明顯\n\nhttp://www.tomshardware.com/reviews/vive-rift-playstation-vr-comparison,4513-3.html","e":[{"url":"http://www.tomshardware.com/reviews/vive-rift-playstation-vr-comparison,4513-3.html","type":"article"}]},"288881952902348812":{"u":11,"t":1488945224739,"m":"vive控制器設定\nhttps://steamcommunity.com/app/358720/discussions/0/357284767248753791/","e":[{"url":"https://steamcommunity.com/app/358720/discussions/0/357284767248753791/","type":"link"}]},"288881970904039425":{"u":11,"t":1488945229031,"m":"360度到FB教學\nhttps://www.youtube.com/watch?v=8CaA9oxH41M","e":[{"url":"https://www.youtube.com/watch?v=8CaA9oxH41M","type":"video"}]},"288882029431488512":{"u":11,"t":1488945242985,"m":"sketchup to ue4\nhttps://www.youtube.com/playlist?list=PLmFopnrl6NkLbT4EQFcRmE865YCf9SV0p","e":[{"url":"https://www.youtube.com/playlist?list=PLmFopnrl6NkLbT4EQFcRmE865YCf9SV0p","type":"video"}]},"288882063132721162":{"u":11,"t":1488945251020,"m":"https://fatedblog.com/2015/10/22/memory-management-in-ue4/ 節省記憶體好文 上次有人問材質怎麼壓縮 其實設lod也可以"},"288882089372155904":{"u":11,"t":1488945257276,"m":"用vive玩sketchup模型\nirisvr\nhttps://www.irisvr.com/\n\nsketchup模型\nhttps://3dwarehouse.sketchup.com/\n\n教學文章\nhttp://www.sublog.net/archives/51219\n\niris下載\nhttps://mega.nz/#!B4BkEbQS!xZV6sWf8TuB2WWXC-_19q2pJW-VmCbhFqi5vM3u0yjU","e":[{"url":"https://www.irisvr.com/","type":"link"},{"url":"https://3dwarehouse.sketchup.com/","type":"link"},{"url":"http://www.sublog.net/archives/51219","type":"link"},{"url":"https://mega.nz/#!B4BkEbQS!xZV6sWf8TuB2WWXC-_19q2pJW-VmCbhFqi5vM3u0yjU","type":"link"}]},"288882127754231808":{"u":11,"t":1488945266427,"m":"https://mega.nz/#!dIVhwS4A!WqTvhjVf3vlvsKJJbBwI42tI8FeVm63r6Uor2gE5Fg8\n\nHALArchvizToolkitV1專案\n供練習參考","e":[{"url":"https://mega.nz/#!dIVhwS4A!WqTvhjVf3vlvsKJJbBwI42tI8FeVm63r6Uor2gE5Fg8","type":"link"}]},"288882170091667458":{"u":11,"t":1488945276521,"m":"https://answers.unrealengine.com/questions/171350/mobile-preview-issuesquestions.html ansewerhub裡面回答的幾篇文章對於想用UE4來開發手遊的人很需要先讀過再開始進行。"},"288882213431279616":{"u":11,"t":1488945286854,"m":"412編譯錯誤\n\n將InvariantCulture.h的編碼改成big5可以解決\n\n用Notepad++打開這個檔案在改編碼在儲存\n\n編譯就會正常了\n\nNP++ =進階版記事本,功能蠻多的\n\n我還有看到一個方法是把它comment調\n\nif到if那段\n\n11我下載了兩版,其中一版也是同樣問題但不同檔案,另一版不知道問題出在哪,論壇掛掉沒法查,\n\n但我不知道這兩版出在哪裡:D,一個有寫releade一個沒寫\n\n\nhttps://answers.unrealengine.com/questions/460935/code-page-error-when-compiling-engine-in-v412.html","f":1,"e":[{"url":"https://answers.unrealengine.com/questions/460935/code-page-error-when-compiling-engine-in-v412.html","type":"link"}]},"288882385028644865":{"u":11,"t":1488945327766,"m":"http://www.extroforge.com/the-switch-from-unity-3d-to-unreal-engine/ 好文,unity跟UE4的深度比較,作者把同個案子從UNITY轉到UE4,然後列出了他在轉換過程中的心路歷程!","e":[{"url":"http://www.extroforge.com/the-switch-from-unity-3d-to-unreal-engine/","type":"article"}]},"288882418549784586":{"u":11,"t":1488945335758,"m":"nvapi build 失敗問題\n\nUnrealEngine_Nv\nEngine\nSource\nRuntime\nWindows\nD3D11RHI\nD3D11RHI.Build.cs\n\nAddThirdPartyPrivateStaticDependencies(Target, \"NVAPI\"); 這邊填的是大寫的,在猜是不是因為這樣而找不到\nengine\nsource\nThirdParty NVIDIA nvapi 這邊是小寫的"},"288882440179810314":{"u":11,"t":1488945340915,"m":"Unity & Unreal 交流會 20160925\n\nhttps://www.youtube.com/playlist?list=PLrjHHyrsvrHnrrn5m0hfbQwld8o7hDHxE","e":[{"url":"https://www.youtube.com/playlist?list=PLrjHHyrsvrHnrrn5m0hfbQwld8o7hDHxE","type":"video"}]},"288882503413006336":{"u":11,"t":1488945355991,"m":"FROM DORGON\nhttps://github.com/dorgonman/HorizonDatabaseDemo 開源完成,歡迎大家使用XD\n\nhttp://horizon-studio.net/ue4/horizon_database_plugin/doc/doxygen/html/index.html 新寫的plugin,開源準備中\n\nBoost Software License - Version 1.0\ndb存取加上ORM的功能\n目前我只實作後端跟SQLITE3連接,架構上可以跟db2, firebird, mysql, odbc, oracle, postgresql連接\n不用下sql語句的意思\n基本上BP應該也可以跑,但我還沒測BP","e":[{"url":"https://github.com/dorgonman/HorizonDatabaseDemo","type":"link"},{"url":"http://horizon-studio.net/ue4/horizon_database_plugin/doc/doxygen/html/index.html","type":"link"}]},"288882526330814487":{"u":11,"t":1488945361455,"m":"官方market 教學\nhttp://dorgon.horizon-studio.net/archives/726","e":[{"url":"http://dorgon.horizon-studio.net/archives/726","type":"video"}]},"288882546219941889":{"u":11,"t":1488945366197,"m":"UE4 中文說明文檔\n\nhttps://docs.unrealengine.com/latest/CHN/index.html","e":[{"url":"https://docs.unrealengine.com/latest/CHN/index.html","type":"article"}]},"288882569947381761":{"u":11,"t":1488945371854,"m":"https://www.ptt.cc/bbs/PlayStation/M.1480858362.A.EA2.html\n\nFFXV 引擎技術分析","e":[{"url":"https://www.ptt.cc/bbs/PlayStation/M.1480858362.A.EA2.html","type":"link"}]},"288882596463509504":{"u":11,"t":1488945378176,"m":"http://www.tairan.com/archives/11285/ UE畫面除錯好文"},"288882622355210240":{"u":11,"t":1488945384349,"m":"架構分析\nhttp://www.cnblogs.com/fjz13/p/5938465.html 這blog很讚 他把整個ue4的架構做了分析"},"288882656907886592":{"u":11,"t":1488945392587,"m":"https://zhuanlan.zhihu.com/insideue4 知乎","e":[{"url":"https://zhuanlan.zhihu.com/insideue4","type":"link"}]},"288882682501267456":{"u":11,"t":1488945398689,"m":"Ue4多款教學~新年快樂禮包^^\n\n百度云盤下載\n链接:http://pan.baidu.com/s/1nvS8pHB\n密码:6py1"},"288882724859674624":{"u":11,"t":1488945408788,"m":"https://docs.unrealengine.com/latest/CHN/Engine/Rendering/Materials/index.html 材質","e":[{"url":"https://docs.unrealengine.com/latest/CHN/Engine/Rendering/Materials/index.html","type":"article"}]},"288882742496854026":{"u":11,"t":1488945412993,"m":"https://docs.unrealengine.com/latest/CHN/Engine/Rendering/Materials/ExpressionReference/Math/index.html","e":[{"url":"https://docs.unrealengine.com/latest/CHN/Engine/Rendering/Materials/ExpressionReference/Math/index.html","type":"article"}]},"288882764969803778":{"u":11,"t":1488945418351,"m":"可參考雙面指定\nhttps://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/ExpressionReference/Constant/index.html#twosidedsign","e":[{"url":"https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/ExpressionReference/Constant/index.html#twosidedsign","type":"article"}]}},"288608369517002752":{"321947717280727040":{"u":1,"t":1496828717299,"m":"換行符號不同"},"321947755591237633":{"u":0,"t":1496828726433,"m":"就+號跟-號"},"321947909060820993":{"u":0,"t":1496828763023,"m":"我用PYTHON做工具,那個LIBRARY只要有重覆ENTRY的就不吃"},"321948494027948034":{"u":0,"t":1496828902490,"m":"上面那個-MapsToCook就有3個…就算調parser,寫回去的格式也不是原本的orz"},"321948575946768384":{"u":0,"t":1496828922021,"m":"可能這個ini的parser要自己刻一套了吧"},"321960898367455234":{"u":5,"t":1496831859915,"m":"慘"},"321977048711168001":{"u":5,"t":1496835710457,"m":"那你是不是乾脆改UE4 讓他不要先-再加比較快XD"},"321977237303721984":{"u":0,"t":1496835755421,"m":"不可能啦…我還是要跟著版本走"},"321977284741300244":{"u":0,"t":1496835766731,"m":"只有auto build是用自己build的"},"321977418506174464":{"u":5,"t":1496835798623,"m":"改好之後送PR!"},"321977529747374101":{"u":0,"t":1496835825145,"m":"有點難orz"},"321981040371564544":{"u":5,"t":1496836662143,"m":"https://github.com/ue4plugins/CommandletPlugin?files=1 \n這會是你要的嗎 變成不要寫python","e":[{"url":"https://github.com/ue4plugins/CommandletPlugin?files=1","type":"link"}]},"321981163096768522":{"u":0,"t":1496836691403,"m":"之前有考慮過換這種寫法啦~"},"321981237017444365":{"u":0,"t":1496836709027,"m":"但以前工具寫習慣了"},"321981276569731074":{"u":0,"t":1496836718457,"m":"用這種作法比較花時間"},"321981474578497549":{"u":0,"t":1496836765666,"m":"orz"},"321981619277922304":{"u":5,"t":1496836800165,"m":"是指寫一套commandlet比你現有的python工具久這樣?","f":1},"321981754997211136":{"u":5,"t":1496836832523,"m":"啊啊講反"},"321982010060963840":{"u":0,"t":1496836893335,"m":"之前python工具我是已經寫過好幾套了,大概半小時就能寫完工具,但用commetlet我還要花時間去研究寫法…目前看起來,可能還是找時間研究看看"},"321982845885349888":{"u":5,"t":1496837092611,"m":"可以試試看 說不定意外簡單"},"321982871394844683":{"u":0,"t":1496837098693,"m":"恩恩"},"321994936868143106":{"u":0,"t":1496839975326,"m":"目前我在研究整套ue4開發流程的自動化 現在差csv import成datatable uasset , datatable 自動做完localization的gather後 自動export成po檔 然後再自動把這個po檔匯進localization target做compile","f":1},"322002022758875137":{"u":5,"t":1496841664734,"m":"csv import是已知特定檔名 還是會掃content內所有csv @@?"},"322002169308119040":{"u":5,"t":1496841699674,"m":"希望我可以找到空閒時間練習看看自動import datatable XD"},"322002287683829760":{"u":0,"t":1496841727897,"m":"當然是自動掃囉"},"322002398673633281":{"u":0,"t":1496841754359,"m":"目標是不開editor做完所有的事"},"322002610259492865":{"u":5,"t":1496841804805,"m":"這跟你剛剛的MapsToCook有關嗎?"},"322002721454424065":{"u":0,"t":1496841831316,"m":"我已經快被這些手動的流程煩死了"},"322002900631027712":{"u":0,"t":1496841874035,"m":"那個是出版本時要自動更新版號"},"322003031044390912":{"u":5,"t":1496841905128,"m":"科技始終來置於懶惰嘛~"},"322003070483562496":{"u":0,"t":1496841914531,"m":"不然重版google store不給上傳"},"322003189798797313":{"u":0,"t":1496841942978,"m":"ㄎㄎ"},"322004271119990787":{"u":0,"t":1496842200785,"m":"ini那種格式有點莫名奇妙 不知道為啥要先減掉再加回來"},"322277179851276288":{"u":1,"t":1496907267297,"m":"不知道每次更新完官方branch後\n要不要再跑GenerateProjectFiles.bat重新產生vs專案🤔"},"322277320263991296":{"u":0,"t":1496907300774,"m":"我更新完後,都會下git clean -dfx,然後跑Setup.bat跟GenerateProjectFiles.bat"},"322354101759508483":{"u":5,"t":1496925606909,"m":"檔案有新增刪除都要重新GenerateProjectFiles"},"322354299743109120":{"u":5,"t":1496925654112,"m":"不然新增的cpp不會被加進專案內compile 而舊有的程式如果有修改呼叫到新增的函式 就會跳找不到函式的compile error"},"322666961240719361":{"u":0,"t":1497000198422,"m":"踩到一個深坑orz 寫了一個plugin depend on別的engine plugin,結果移到新專案的時候一直跟我說module讀不進去……最後才發現,我要手動在uproject把那個plugin enable才行…orz 我發現我非常需要4.17的這個功能阿阿阿: https://trello.com/c/zl7GUgEm/141-plugins-add-support-for-explicit-dependencies-from-one-plugin-onto-another","f":1,"e":[{"url":"https://trello.com/c/zl7GUgEm","type":"rich"}]},"322667703842242560":{"u":0,"t":1497000375472,"m":"沒有任何compile error只跟我說dll handle是空的,實在是……"},"322667811291922432":{"u":0,"t":1497000401090,"m":"FailureMessage = FText::Format( LOCTEXT(\"PluginModuleCouldntBeLoaded\", \"Plugin '{0}' failed to load because module '{1}' could not be loaded. There may be an operating system error or the module may not be properly set up.\"), PluginNameText, TextModuleName );"},"322667921836998659":{"u":0,"t":1497000427446,"m":"總之這個坑讓我花了快一天才爬出來orz"},"322669528687443969":{"u":0,"t":1497000810549,"m":"<@277695443834765312> 我記得你之前好像也是跳這個訊息?說不定是跟我踩到同樣的坑?"},"322756662580477952":{"u":1,"t":1497021584888,"m":"<@223273532220637184> 我們plugin沒有依賴其他的, 應該不是這個問題"},"323667819994677254":{"u":9,"t":1497238821744,"m":"請問一下,如果對Map的Key做Foreach\n在LoopBody中對該Map做Remove這件事可行嗎?"},"323669488891461645":{"u":9,"t":1497239219640,"m":"哦...另一個問題,也是跟MAP有關的"},"323669505387659264":{"u":9,"t":1497239223573,"m":"","a":[{"url":"https://cdn.discordapp.com/attachments/288608369517002752/323669504959971329/unknown.png"}]},"323669628154937348":{"u":9,"t":1497239252843,"m":"","a":[{"url":"https://cdn.discordapp.com/attachments/288608369517002752/323669628154937345/unknown.png"}]},"323669974356852736":{"u":9,"t":1497239335384,"m":"藍圖長這樣,我先按C後再按V就Crash了"},"323678325149007872":{"u":9,"t":1497241326368,"m":"","a":[{"url":"https://cdn.discordapp.com/attachments/288608369517002752/323678321781243904/unknown.png"}]},"323678662706855946":{"u":9,"t":1497241406848,"m":"Set好像也有類似的問題\n按C的Add沒什麼問題,但按V的Remove有機率Crash"},"323678772991623178":{"u":9,"t":1497241433142,"m":"尤其是短時間手動快速連按,Crash機率很大"},"323678798426144769":{"u":9,"t":1497241439206,"m":"版本4.15.3"},"323694468563730433":{"u":0,"t":1497245175258,"m":"container要做remove的時候要注意一些事情,詳情見Effective STL Item 9. 各別container有不同的方法"},"323695711340462080":{"u":0,"t":1497245471559,"m":"ue4中的container雖然不是標準庫的,但概念一樣","f":1},"324009682345787402":{"u":0,"t":1497320328080,"m":"416把child actor component會crash的bug修掉,建議有用到這功能的升上去!"},"326994787435675658":{"u":9,"t":1498032032594,"m":"","a":[{"url":"https://cdn.discordapp.com/attachments/288608369517002752/326994786705997835/unknown.png"}]},"326994861553090560":{"u":9,"t":1498032050265,"m":"請問一下,BP要做空值檢測有建議用哪個Node嗎?"},"326996667629043713":{"u":10,"t":1498032480867,"m":"我都是用這個","a":[{"url":"https://cdn.discordapp.com/attachments/288608369517002752/326996667629043712/3333.PNG"}]},"326996987222425603":{"u":10,"t":1498032557064,"m":"你圖中的第一個裡面其實也是用這個","a":[{"url":"https://cdn.discordapp.com/attachments/288608369517002752/326996987222425601/4444.PNG"}]},"326997015894687746":{"u":9,"t":1498032563900,"m":"也有阿"},"326997040418783232":{"u":9,"t":1498032569747,"m":"喔喔"},"326999459257122818":{"u":5,"t":1498033146443,"m":"IsValid比較正確哦"},"326999683966697475":{"u":5,"t":1498033200018,"m":"我記得MarkAsPendingKill的時候 指標有可能不是空 但是IsValid會是false"},"327396365636206592":{"u":0,"t":1498127776298,"m":"https://docs.unrealengine.com/latest/INT/Programming/Assets/AsyncLoading/ Asynchronous Asset Loading 看起來還蠻簡單易用的","e":[{"url":"https://docs.unrealengine.com/latest/INT/Programming/Assets/AsyncLoading/","type":"article"}]},"327396369029398529":{"u":2,"t":1498127777107,"m":"GG <@223273532220637184>, you just advanced to **level 2** !"},"327398134185459712":{"u":0,"t":1498128197953,"m":"剛剛試了transition map的機制,這功能不能使用UGameplayStatics::OpenLevel,而是要用GetFirstPlayerController()->ClientTravel(mapPath, ETravelType::TRAVEL_Relative, true); 才會有作用"},"327663443010387969":{"u":0,"t":1498191452506,"m":"https://issues.unrealengine.com/issue/UE-45748 說修了,但我實測還是一樣orz 假修正?","f":1},"327665111793795075":{"u":1,"t":1498191850375,"m":"要裝symbol檔?"},"327665141942583306":{"u":0,"t":1498191857563,"m":"不是"},"327665344321945600":{"u":0,"t":1498191905814,"m":"UE_4.16\\Engine\\Content\\Internationalization 4.16這個資料夾在vs執行版本中沒有copy到cook資料夾下","f":1},"327665357735067649":{"u":0,"t":1498191909012,"m":"找不到"},"327665389695926275":{"u":0,"t":1498191916632,"m":"415正常"},"327665576715485196":{"u":0,"t":1498191961221,"m":"我正在試著手動copy..."},"327665729849524224":{"u":0,"t":1498191997731,"m":"answerhub上也有受災戶XD","f":1},"327676017734844427":{"u":0,"t":1498194450554,"m":"","a":[{"url":"https://cdn.discordapp.com/attachments/288608369517002752/327676016682336257/unknown.png"}]},"327676075528421376":{"u":0,"t":1498194464333,"m":"坑阿,416要debug只能自己build engine"},"327698750606802944":{"u":1,"t":1498199870493,"m":"不是都只是自己build嗎?"},"327698847495356420":{"u":1,"t":1498199893593,"m":"官方build要怎debug?","f":1},"327699384672190466":{"u":12,"t":1498200021666,"m":"官方 build 的就要載 symbol 才有辦法吧"},"327699552469778432":{"u":0,"t":1498200061672,"m":"我是說vs config要選debugGame或Development的話,只能build engine…"},"327699651904143361":{"u":0,"t":1498200085379,"m":"bug"},"327727317893906433":{"u":0,"t":1498206681465,"m":"又踩坑了…在想為什麼416切繁中英文語系都沒事,但一切簡中就crash,而且還只有package出來的版本有事…最後發現引擎的這個檔案壞掉了:Archive = {Filename=L\"D:/UE/MyProjectl_ci_build/Win64/master/84/DebugGame/Client/WindowsNoEditor/Engine/Plugins/Online/HTTPChunkInstaller/Content/Localization/HTTPChunkInstaller/zh-Hans/HTTPChunkInstaller.locres\" ...}","f":1},"327727419039416320":{"u":0,"t":1498206705580,"m":"直接死在組譯語言中orz rep movsb ; copy source to destination buffer"},"327727533795704832":{"u":0,"t":1498206732940,"m":"這個在415是正常的…"},"327752098030682112":{"u":0,"t":1498212589510,"m":"最後發現online裡面那幾個簡中版的locres都是壞掉的orz,只好先拿英文版的來頂替了","f":1,"a":[{"url":"https://cdn.discordapp.com/attachments/288608369517002752/327752097431027713/unknown.png"}]},"327756983736205314":{"u":1,"t":1498213754353,"m":"😲"},"330255089681956865":{"u":0,"t":1498809349223,"m":"ue4中的dlc機制剛剛研究了一下,其實是可以用的,就裡面有幾個名詞讓人混肴,重點是,要做到像是mobile那樣,不要用patch,要用dlc+httpchunks install,patch機制主要是給pc用的。問題主要出現在架構面上,其實作法有很多種。 基本上我的話會把/Game/下面的東西當成是「第一包」出去的apk或ipa的內容,然後把dlc依內容拆分到plugin中。(當然,如果你想全部塞在/Game/下面也是可以,但我覺得會很混亂也不好管理),只要內容拆分得當,每次玩家更新所要下載的包量就會比較小。 在ue4中dlc機制要弄的好,其實並不是功能上面的問題,而是在管理架構的設計面上的問題會比較多。 當然後續有dlc內容的版號管理跟發佈,這部份可能我們就要額外寫一個「Patching Server」專門來管裡現在遊戲需要用的是哪個版號的Manifest,每次客戶端進到遊戲之前,都要先去跟server要現在是哪個patch版本,如果有新的,就要下載這樣"},"330255995387510785":{"u":0,"t":1498809565160,"m":"剛剛試用也都正常運行,但比較難處理的是dlc版號管理,我這邊由於有build好ci的流程,因此可以直接塞git的branch_name+revision,但一般還沒有這段ci流程的話,在使用上可能就會比較難管理,可能就需要開project launcher,然後每次需要一個版本就建一個profile,我是覺得這樣可用性有點低就是,建議要使用dlc機制之前,先把ci流程導入專案中會比較好。","f":1},"330256218201391105":{"u":0,"t":1498809618283,"m":"當然,ue4中的dlc機制也是可以用在pc上以及其他任何支援的平台","f":1},"330264653043204109":{"u":0,"t":1498811629306,"m":"然後,如果不想用這個內建機制,想要做微量包控制到每個檔案的話,那麼全部的內容全部都要塞在/Game/下面,重點是,不要包成pak,然後寫自己的一套BuildDLC機制,把相關的dlc檔案下載到GamePersistentDownloadDir之後,要先做FPackageName::RegisterMountPoint(“DLC\", FPaths::GamePersistentDownloadDir()),之後就能夠正常使用。 像我自己以前為cococs2d-x寫的BuildPatch機制,就要用這個方法才有辦法porting過來使用","f":1},"331650215255998464":{"u":0,"t":1499141973080,"m":""},"332728532683718667":{"u":0,"t":1499399063989,"m":"","a":[{"url":"https://cdn.discordapp.com/attachments/288608369517002752/332728532033732608/unknown.png"}]},"332728606809915393":{"u":0,"t":1499399081662,"m":"bCaptureOnMovement跟bCaptureEveryFrame每個frame都會跑不知道是哪招…"},"332728694026141696":{"u":0,"t":1499399102456,"m":"結果同樣的事多做了一次,drawcall浪費了一倍","f":1},"332728768915308544":{"u":1,"t":1499399120311,"m":"可能在位移時沒想到tick就更新了"},"332728834535456779":{"u":1,"t":1499399135956,"m":"原本這個flag 沒開只有位移才會更新"},"332728851769720832":{"u":0,"t":1499399140065,"m":"還是自己呼叫CaptureSceneDeferred靠譜"},"332728896590053386":{"u":0,"t":1499399150751,"m":"自己管"},"332729225109045249":{"u":0,"t":1499399229076,"m":"好坑阿,這沒source code肯定爬不出來"},"332729304104435712":{"u":1,"t":1499399247910,"m":"😎"},"332729307313078274":{"u":0,"t":1499399248675,"m":"真好,drawcall降到該有的水準了"},"332729809526587392":{"u":0,"t":1499399368412,"m":"爬出坑來的心情愉悅"},"332729894092144640":{"u":0,"t":1499399388574,"m":"昨天在算drawcall,一直對不起來,現在總算知道原因","f":1},"332730163005620235":{"u":5,"t":1499399452688,"m":"♡愉♡悅♡"},"332730189702234132":{"u":10,"t":1499399459053,"m":"<@223273532220637184> 大,請教一下您計算是用您之前說的mesh*mat?"},"332730245566169088":{"u":0,"t":1499399472372,"m":"是阿,VR下面還要再*2"},"332730298523451397":{"u":0,"t":1499399484998,"m":"有scene capture再多一倍,*3"},"332730981226250243":{"u":5,"t":1499399647767,"m":"所以VR是熱血 錄VR畫面是魂"},"332731008116064277":{"u":10,"t":1499399654178,"m":"dracall數是看您之前說的這個?","a":[{"url":"https://cdn.discordapp.com/attachments/288608369517002752/332731007486656513/e8ecbdca5c91049d.PNG"}]},"332731128513298434":{"u":0,"t":1499399682883,"m":"stat scenerendering"},"332731350841032704":{"u":10,"t":1499399735890,"m":"恩恩,對哦 我打的是那個指令"},"332731670966960140":{"u":0,"t":1499399812214,"m":"是阿,就那個"},"332732155002093580":{"u":10,"t":1499399927617,"m":"不過之前無聊測試的時候發現一個很奇怪的事情,比如我場景上只放一個mesh,該mesh身上有三個mat槽(不論有沒有給他mat),drawcall那邊卻是顯示4,不太懂是為什麼,還是說mesh * mat不是指單純 * 起來的意思。","f":1},"332732832369606657":{"u":0,"t":1499400089114,"m":"應該有其他東西影響到吧?"},"332732920261246977":{"u":5,"t":1499400110069,"m":"post effect?"},"332732921024741386":{"u":2,"t":1499400110251,"m":"GG <@290854489492160513>, you just advanced to **level 5** !"},"332733468440002562":{"u":0,"t":1499400240765,"m":"lighting?"},"332747105275740163":{"u":10,"t":1499403492040,"m":"沒有欸"},"332747145222553602":{"u":10,"t":1499403501564,"m":"因為如果我把該mesh拿掉"},"332747181012418561":{"u":10,"t":1499403510097,"m":"那邊就沒東西"},"332747408154951690":{"u":0,"t":1499403564252,"m":"會不會是stat那個統計也是需要drawcall的"},"332747493353848863":{"u":0,"t":1499403584565,"m":"我其實在看drawcall時就是算個大概而已"},"332747541458452481":{"u":10,"t":1499403596034,"m":"您的意思是 實際上是1* 3 mat + 統計這樣?"},"332747549628956673":{"u":0,"t":1499403597982,"m":"偏離預期太多就是有問題"},"332747587675357184":{"u":0,"t":1499403607053,"m":"是吧"},"332747639256776705":{"u":10,"t":1499403619351,"m":"恩恩 我也想說看大概就可 所以當時就沒問,不過今天剛好聊到 所以順便問一下XDD"},"332747706114113536":{"u":0,"t":1499403635291,"m":"我想應該是統計"},"332747706319765506":{"u":2,"t":1499403635340,"m":"GG <@223273532220637184>, you just advanced to **level 8** !"},"332747837488234500":{"u":0,"t":1499403666613,"m":"要確認這件事的話,就只能去斷點查看看了","f":1},"332748045823377408":{"u":0,"t":1499403716284,"m":"但應該沒人那麼閒XD"},"332748094792007681":{"u":10,"t":1499403727959,"m":"哈哈 也是"},"332748469380841475":{"u":5,"t":1499403817268,"m":"... 我有時候會作這種事... 四處下斷點","f":1},"332748528436903937":{"u":5,"t":1499403831348,"m":"render沒debug過就試了"},"332748982038167553":{"u":10,"t":1499403939495,"m":"順便分享下,那時候剛好有用instance測,比如剛剛的1+3mat 如果放兩個mesh,場景一般來說會顯示8drawcall,但如果用static mesh instance就會只有5","f":1},"332749092633575434":{"u":10,"t":1499403965863,"m":"不過如果放置的mat可能比較特殊之類的,就不一定是5"},"332749149571121154":{"u":10,"t":1499403979438,"m":"所以可能還是要看底層QQ"},"332749343457148928":{"u":0,"t":1499404025664,"m":"mesh * mat這drawcall的算法是官方在某個live stream影片中提供的","f":1},"332749476689346571":{"u":0,"t":1499404057429,"m":"應該是算common case吧"},"332749517403324416":{"u":10,"t":1499404067136,"m":"恩恩,上次遇到這問題時,有稍微問一下友人,他也是這樣說"},"332749524038582273":{"u":0,"t":1499404068718,"m":"差不多就行了,基本上"},"332749647250587648":{"u":10,"t":1499404098094,"m":"恩恩,對阿,所以也就沒繼續探討XDD"},"319767963479572481":{"u":0,"t":1496309023495,"m":"或player state"},"319767993967968256":{"u":0,"t":1496309030764,"m":"放錯地方了"},"319768163174842370":{"u":0,"t":1496309071106,"m":"GameInstance不是用來放遊戲資料的,最好照著ue4的gameplay framework走"},"319768259681583105":{"u":4,"t":1496309094115,"m":"喔喔,好的,那我馬上來試試看,謝謝您 ^ ^"},"319768479391809538":{"u":0,"t":1496309146498,"m":"遊戲相關的,如團隊分數:放GameState, 玩家相關的,如血量:放PlayerState"},"319770093154205696":{"u":0,"t":1496309531249,"m":"另外GameInstance沒有server跟client的概念,它是跟著process生命週期的"},"319771663711338498":{"u":4,"t":1496309905699,"m":"原來如此,非常感謝大大^ ^"},"319894213015896075":{"u":1,"t":1496339123730,"m":"我把官方remote ue4加到upstream就可以直接更新最新branch了<:ue4:306117305040109568>","a":[{"url":"https://cdn.discordapp.com/attachments/288608369517002752/319894213015896074/unknown.png"}]},"320045696919142411":{"u":4,"t":1496375240307,"m":"嗯,昨天測試完發現一個很奇怪的事,照文件說法,gamestate應該是server和所有的clients共用,但是我在player去access gamestate的時候,卻發現每個player取出來的值都不一樣,這個有可能是我做錯了什麼呢?"},"320045935193358336":{"u":4,"t":1496375297116,"m":"打擾大大們給個可能去查的方向"},"320045936258580481":{"u":0,"t":1496375297370,"m":"設值的人是SERVER嗎?"},"320046021776244736":{"u":0,"t":1496375317759,"m":"裡面的參數有設replicate嗎"},"320046038171910145":{"u":4,"t":1496375321668,"m":"對,而且變數有設replicate"},"320046182669877248":{"u":0,"t":1496375356119,"m":"參數是宣告在c++還是bp?"},"320046211405053952":{"u":1,"t":1496375362970,"m":"這個值是由server修改的嗎?"},"320046448693608449":{"u":4,"t":1496375419544,"m":"但在player去get gamestate, 然後access這個有replicate的值,每個player抓出來的值都不同,我是用bp"},"320046607318122497":{"u":4,"t":1496375457363,"m":"對,我是在server去改這個值的,run on server"},"320046902987194368":{"u":1,"t":1496375527856,"m":"🤔"},"320047084252430339":{"u":1,"t":1496375571073,"m":"gamestate應該是可以同步資料","f":1},"320047131329167360":{"u":0,"t":1496375582297,"m":"斷點到On_Rep看看功能有沒有走進去吧"},"320047181233127424":{"u":4,"t":1496375594195,"m":"當然,在server的player抓出來的值是正確的..."},"320047359255904257":{"u":0,"t":1496375636639,"m":"ReplicatedUsing = OnRep_xxx"},"320047394269954049":{"u":4,"t":1496375644987,"m":"但在server的其他player抓出來就是沒同步的"},"320048030482956288":{"u":4,"t":1496375796672,"m":"好的,我看看我bp這邊要怎麼下這個斷點"},"320048098556510208":{"u":4,"t":1496375812902,"m":"謝謝大大們"},"320048470532816896":{"u":1,"t":1496375901588,"m":"你可以貼一下你bp圖嗎","f":1},"320048668608692235":{"u":1,"t":1496375948813,"m":"同步變數這個應該沒有什麼洞"},"320051005767024642":{"u":4,"t":1496376506035,"m":"應該不會是unreal的問題啦,一定是我做了什麼蠢事XD"},"320058139489730560":{"u":4,"t":1496378206847,"m":"果然是我自己做了蠢事,begin play有邏輯繞過了流程,謝謝大大們熱心的幫忙 ^ ^"},"320223143631519755":{"u":1,"t":1496417546900,"m":"剛剛從epic remote pull master","a":[{"url":"https://cdn.discordapp.com/attachments/288608369517002752/320223143631519754/unknown.png"}]},"320223193740869636":{"u":1,"t":1496417558847,"m":"這樣的結果是正確的嗎?"},"320223255279566859":{"u":1,"t":1496417573519,"m":"如果不rebase不知道會怎樣"},"320227048033484803":{"u":5,"t":1496418477782,"m":"看無QQ 太多條了"},"320227149426720769":{"u":1,"t":1496418501956,"m":"目前看起來有沒有rebase都長得一樣","f":1},"320227208939438093":{"u":1,"t":1496418516145,"m":"可能要之後我改東西才會有差吧"},"320227347305332747":{"u":5,"t":1496418549134,"m":"哦 對啊 要有新的commit才有差"},"320227752286355457":{"u":5,"t":1496418645689,"m":"一開始要測rebase的話建議先開branch或是開簡單的小repo測 不然會爆炸"},"320229303319265280":{"u":5,"t":1496419015484,"m":"我的理解是 rebase先倒帶 \n回到兩個branch的分歧點 \n然後先套用另一個branch的commit \n再一個個套用你現在這個branch的 commit 如果有衝突就要解決 rebase才會繼續"},"320232521222586369":{"u":9,"t":1496419782692,"m":"https://docs.unrealengine.com/latest/INT/BlueprintAPI/Utilities/Text/ToText_int/index.html"},"320232601577324545":{"u":9,"t":1496419801850,"m":"請問一下,這個ToText下面那3個設定值有甚麼功能?"},"320237444849074176":{"u":10,"t":1496420956576,"m":"bool值那個不知道,不過後面兩個是要顯示幾位數(剛測的)"},"320237614231846913":{"u":10,"t":1496420996960,"m":"比如max = 2 你的 value = 123 的話 值會變成 23"},"321944339733544960":{"u":0,"t":1496827912029,"m":"","a":[{"url":"https://cdn.discordapp.com/attachments/288608369517002752/321944339183828992/unknown.png"}]},"321944383697977348":{"u":0,"t":1496827922511,"m":"ini檔好亂阿,一堆+號跟減號"},"321947129767788554":{"u":1,"t":1496828577225,"m":"???"},"321947231059968000":{"u":0,"t":1496828601375,"m":"只要有更動,引擎好像就會對他先-再+"},"321947293010100234":{"u":0,"t":1496828616145,"m":"這個好像也不是標準的ini 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是什麼類型,這樣做得結果永遠只會對第一個member賦予值...😩","f":1,"a":[{"url":"https://cdn.discordapp.com/attachments/288608369517002752/315107660376834050/3.PNG"}]},"315109016864817163":{"u":0,"t":1495198244063,"m":"ContainerPtrToValuePtr 這個方法呢?"},"315109732031528960":{"u":0,"t":1495198414572,"m":"我記得我之前做editor工具的時候,是在PostEditChangeChainProperty的時候,把改的property抓出來後,用ContainerPtrToValuePtr 轉成我認為的型態"},"315110090493526018":{"u":5,"t":1495198500036,"m":"ContainerPtrToValuePtr 好像也是Unreal本身用的方法@@"},"315110455687512064":{"u":0,"t":1495198587105,"m":"void AHorizonDialogueScene::PostEditChangeChainProperty(struct FPropertyChangedChainEvent& PropertyChangedEvent)\n{\n UProperty* pHead = PropertyChangedEvent.PropertyChain.GetHead()->GetValue();\n if (UHorizonFunctionLibrary::IsSameCppType(pHead, FHorizonDialogueEventChoiceSelectionParameters::StaticStruct()))\n {\n\n auto pStruct = pHead->ContainerPtrToValuePtr(this);\n FName PropertyName = (PropertyChangedEvent.Property != nullptr) ? PropertyChangedEvent.Property->GetFName() : NAME_None;\n if (PropertyName == GET_MEMBER_NAME_CHECKED(FHorizonDialogueEventUserWidgetParameters, UserWidgetClass)) 我之前的用法大概像這樣吧","f":1},"315110559051677696":{"u":5,"t":1495198611749,"m":"好難懂 orz"},"315110656950927371":{"u":0,"t":1495198635090,"m":"XD ,是不太好懂"},"315113419621531651":{"u":10,"t":1495199293762,"m":"哇...XD"},"315114430440669185":{"u":10,"t":1495199534760,"m":"好哦 ContainerPtrToValuePtr 我朝這個方向研究看看"},"315114440133574656":{"u":10,"t":1495199537071,"m":"感恩"},"315125904646864905":{"u":9,"t":1495202270424,"m":"請問一下,C++可以使用在UE內製作的Struct嗎?"},"315128427558600704":{"u":10,"t":1495202871933,"m":"你是說BP做的struct?"},"315129679075999744":{"u":9,"t":1495203170318,"m":"恩"},"315130481635229696":{"u":10,"t":1495203361663,"m":"痾~~我沒試過,不太清楚XDDD"},"315130623939444737":{"u":10,"t":1495203395591,"m":"之前只有試過在excel拉好表格 丟進UE"},"315130715606089729":{"u":10,"t":1495203417446,"m":"但你還是要手動建一個對應的strcut去接"},"315130865296343050":{"u":9,"t":1495203453135,"m":"我現在就在處理這個DataTable的相關問題"},"311046524912140288":{"u":0,"t":1494229670504,"m":"有交流進步比較快阿"},"311046717464379393":{"u":1,"t":1494229716412,"m":"它們會覺得教別人我的技術都被學走了"},"311046780043395073":{"u":1,"t":1494229731332,"m":"就算知道也不會參與討論"},"311046820945985538":{"u":1,"t":1494229741084,"m":"就掛在那邊潛水偷聽","f":1},"311046968795463680":{"u":10,"t":1494229776334,"m":"我心情倒是很想分享但沒料可以分享,哭哭"},"311047032661999616":{"u":13,"t":1494229791561,"m":"如果是說MultiRes shading開了沒效的話 這裡有兩篇討論 https://forums.unrealengine.com/showthread.php?130154-VRWorks-Unreal-VRWorks-in-Unreal-Engine-4-13-branch-seems-not-to-work-well \nhttps://forums.unrealengine.com/showthread.php?96231-Nvidia-Multi-Res-Shading-FOr-VR"},"311047093601173504":{"u":13,"t":1494229806090,"m":"我自己是抓了還沒試"},"311051372168740864":{"u":5,"t":1494230826180,"m":"(揉眼"},"311680183075602442":{"u":11,"t":1494380746383,"m":"multires提升不大"},"311680198665830410":{"u":11,"t":1494380750100,"m":"但可以達標"},"311681921035796480":{"u":11,"t":1494381160745,"m":"LINE本來就潛水很多"},"311681999251308556":{"u":11,"t":1494381179393,"m":"這也不用太CARE 反正專業來這交流就可以了"},"311716670827659266":{"u":5,"t":1494389445741,"m":"想請問一下 這邊的大家會不會常常在C++ 對函式宣告 BlueprintNativeEvent 或BlueprintImplementableEvent 然後程式中呼叫這種函式的?\n還是都是把c++函式弄成BlueprintCallable 而已","f":1},"311716804768694274":{"u":0,"t":1494389477675,"m":"看狀況吧,我是都會用"},"311716928634880001":{"u":0,"t":1494389507207,"m":"BlueprintNativeEvent 這個是以BP為主的實作 BlueprintImplementableEvent 這個是以C++為主的實作"},"311717208290099200":{"u":0,"t":1494389573882,"m":"看設計的這個功能的對象是誰,用不同的"},"311717286895681536":{"u":0,"t":1494389592623,"m":"如果是一堆designable的功能,就弄成BlueprintNativeEvent"},"311717533478813699":{"u":0,"t":1494389651413,"m":"如果是要讓designer有一定程度客製化或實驗的能力,就BlueprintImplementableEvent"},"311717706066034689":{"u":5,"t":1494389692561,"m":"了解 就是確定一下BlueprintXXXXEvent不是很少人才會用到的功能就是了"},"311717813930819584":{"u":0,"t":1494389718278,"m":"例子:如果做avg那種對話系統,那些對話的節點我就是弄成BlueprintNativeEvent"},"311717947154628608":{"u":0,"t":1494389750041,"m":"因為那種是偏向「script」類的東西"},"311717960270086144":{"u":1,"t":1494389753168,"m":"會用+1"},"311718427372945408":{"u":5,"t":1494389864534,"m":"那下一個問題是~~你們會把bp實作的部分 找時間搬進c++嗎"},"311718439171653642":{"u":1,"t":1494389867347,"m":"<@236341571111354372> \nleo阿德 - Today at 9:45 AM\nmultires提升不大\n但可以達標\n\n你有比較過官方和nv版的效能嗎?"},"311718501612257281":{"u":11,"t":1494389882234,"m":"大概差20%"},"311718586143997954":{"u":0,"t":1494389902388,"m":"會"},"311718589872996352":{"u":1,"t":1494389903277,"m":"😲"},"311718623745933314":{"u":1,"t":1494389911353,"m":"奇怪"},"311718625004355595":{"u":0,"t":1494389911653,"m":"bp就是實驗性質的東西"},"311718672026697730":{"u":1,"t":1494389922864,"m":"我們4.14開了效能反而下降","f":1},"311718748879060993":{"u":0,"t":1494389941187,"m":"<@290854489492160513> 實驗完我就移到C++去了"},"311718835696697345":{"u":11,"t":1494389961886,"m":"XDD"},"311718921550168074":{"u":11,"t":1494389982355,"m":"可能材質有沖到吧"},"311718977669955584":{"u":11,"t":1494389995735,"m":"NVIDIA的東西要調校很麻煩"},"311719027481247746":{"u":1,"t":1494390007611,"m":"你是用什麼場景測試的?"},"311719193349324811":{"u":11,"t":1494390047157,"m":"我自己的"},"311719856200351745":{"u":1,"t":1494390205193,"m":"🤔"},"311720322040856596":{"u":0,"t":1494390316258,"m":"我覺得啦,要不要用BlueprintNativeEvent或BlueprintImplementableEvent取決於你要放多少設計的權力給美術跟企畫,要記得BP是設計給這二個角色用的","f":1},"311721369387663361":{"u":0,"t":1494390565965,"m":"BlueprintNativeEvent是企畫、美術主導的功能,程式提供預設實作 BlueprintImplementableEvent是程式主導,看要在流程中的哪個地方開給企畫","f":1},"311721449226502145":{"u":0,"t":1494390585000,"m":"BlueprintCallable 是完全程式端控制"},"311723112355987457":{"u":5,"t":1494390981521,"m":"<@223273532220637184> 謝啦"},"311723333123309568":{"u":5,"t":1494391034156,"m":"我也用很多 但是遇到了一點問題正在釐清這樣~~~"},"311728908640714753":{"u":19,"t":1494392363463,"m":"<@290854489492160513> \n想這麼做是有考慮效能問題嗎?\n如果是設計面上想用BP實作 就不會搬回去"},"311730203866955777":{"u":5,"t":1494392672269,"m":"一切都是為了效能沒錯"},"311730426890813440":{"u":0,"t":1494392725442,"m":"我自己會搬主要是維護性上的考量,BP沒辦法做merge跟diff很傷腦筋"},"311730564376035330":{"u":12,"t":1494392758221,"m":"不過實務上有時候 BP 拉一拉,要再把他們改寫成 C++ 會有點費工"},"311730861248872448":{"u":5,"t":1494392829001,"m":"還好 改成C++這件事我做過好多次了XD"},"311764487420248074":{"u":8,"t":1494400846105,"m":"搬進c++~~~~也還是要有明確目的吧? winkey是指什麼目的之下?"},"311765903882846212":{"u":5,"t":1494401183816,"m":"啥目的哦 profiling看到那個function的項目時間佔很多~~~~~~"},"311767123162693632":{"u":19,"t":1494401474515,"m":"有試過用這個嗎?\nhttps://forums.unrealengine.com/showthread.php?101416-Thanks-for-the-BP-gt-C-Converter-it-s-awesome!"},"310360915201753088":{"u":0,"t":1494066208411,"m":"UnrealVS在4.15.2倒是修好了…但反而build不過,我記得前一個版本能開起來的…","f":1},"310361083716304898":{"u":0,"t":1494066248588,"m":"找不到ws2_32.lib……只好默默的回去用vs2015...orz 不知道有沒有人跑成功的呢","f":1},"310365677489750017":{"u":1,"t":1494067343829,"m":"我現在都不當白老鼠了😂"},"310963986999017473":{"u":0,"t":1494209991932,"m":"<@277695443834765312> 問一下,你們有開Forward Rendering嗎"},"310971569038032906":{"u":1,"t":1494211799631,"m":"<@223273532220637184> 有"},"310972118546513923":{"u":0,"t":1494211930644,"m":"開了那個不是一堆所有用到GBuffer的技術都不能用,例如SSR,所以你們是在設計層面上避開?"},"310972171910381578":{"u":1,"t":1494211943367,"m":"是啊"},"310972271156133890":{"u":0,"t":1494211967029,"m":"恩恩,有開MSAA?"},"310972277581807617":{"u":1,"t":1494211968561,"m":"景深fog那種都改寫material..."},"310972296942845974":{"u":1,"t":1494211973177,"m":"有開"},"310972522785144833":{"u":0,"t":1494212027022,"m":"不過不用能的東西還蠻多的…"},"310972761784713217":{"u":1,"t":1494212084004,"m":"還有什麼不能用嗎"},"310972894173855745":{"u":0,"t":1494212115568,"m":"之前我們用decal,開了之後就消失了"},"310972954383089664":{"u":1,"t":1494212129923,"m":"😮"},"310973117340188673":{"u":1,"t":1494212168775,"m":"decal應該是可以用"},"310973187745906689":{"u":1,"t":1494212185561,"m":"應該是material問題"},"310973393405214732":{"u":0,"t":1494212234594,"m":"https://answers.unrealengine.com/questions/524980/decals-in-forward-rendering-for-vr.html 找到了,要調選項"},"310973435842920449":{"u":1,"t":1494212244712,"m":"對"},"310973605527945217":{"u":0,"t":1494212285168,"m":"只是mobile VR不能用…"},"310973723723431940":{"u":0,"t":1494212313348,"m":"Unfortunately Web/Mobile VR and Mobile HDR don't mix, so decals are still a no go for Mobile/Web VR"},"310973749400829960":{"u":0,"t":1494212319470,"m":"要開MOBILE HDR來著…"},"310973822423662602":{"u":0,"t":1494212336880,"m":"但daydream不能開這個,看起來是死路一條orz"},"310990275419832320":{"u":1,"t":1494216259580,"m":"對了, 上週那個cumstom build開啟plugin的問題\n我硬塞個官方的4.14版號 這樣也可以過😎"},"311016392193474571":{"u":1,"t":1494222486304,"m":"然後用nvidia的ue4版本跑vr\n效能沒有提升🙄"},"311016472862523393":{"u":0,"t":1494222505537,"m":"有勾該勾的嗎"},"311016547508289547":{"u":1,"t":1494222523334,"m":"我有去settings那邊把VR的東西打勾"},"311016585399631872":{"u":1,"t":1494222532368,"m":"還有什麼要改嗎"},"311016639871188992":{"u":0,"t":1494222545355,"m":"應該就是那個而已"},"311016670854643712":{"u":0,"t":1494222552742,"m":"我是沒測過效能啦XD"},"311016673467564032":{"u":1,"t":1494222553365,"m":"😂"},"311016970839523328":{"u":1,"t":1494222624264,"m":"當初那nv的sales還說效能立馬提升N倍"},"311016993996144642":{"u":1,"t":1494222629785,"m":"<:yaoming:306118215942144000>"},"311017149009231872":{"u":0,"t":1494222666743,"m":"我也是這麼聽說"},"311017387774181380":{"u":12,"t":1494222723669,"m":"我之前也 build 過一次,照他說的單純把設定勾起來...結果沒差XD"},"311017407361843202":{"u":1,"t":1494222728339,"m":"那個差最大的效能提升ue4大概自己實做完了"},"311017452626509824":{"u":1,"t":1494222739131,"m":"馬的 詐騙啊"},"311017473451229184":{"u":1,"t":1494222744096,"m":"浪費我時間"},"311018158850965504":{"u":1,"t":1494222907508,"m":"<:nickyoung:306120615994064906>"},"311018255902834690":{"u":0,"t":1494222930647,"m":"問一下?"},"311018376912830466":{"u":0,"t":1494222959498,"m":"有NV裡面的人,問看看xd"},"311045756976889867":{"u":1,"t":1494229487414,"m":"我現在不想在那line群說話了😑"},"311045801654747137":{"u":1,"t":1494229498066,"m":"剛看了一下成員"},"311045856327368704":{"u":1,"t":1494229511101,"m":"躲了一堆業界的"},"311045905480548354":{"u":1,"t":1494229522820,"m":"但根本不討論開發和交流"},"311046015384027137":{"u":5,"t":1494229549023,"m":"@@?"},"311046093540687873":{"u":0,"t":1494229567657,"m":"那邊我現在當成閒聊區"},"311046195487440896":{"u":10,"t":1494229591963,"m":"很少在看line那邊QQ"},"311046218769760256":{"u":1,"t":1494229597514,"m":"台灣產業就這樣"},"311046331345141770":{"u":0,"t":1494229624354,"m":"那邊說要真的做什麼討論也很難啦…馬上就被洗掉了"},"311046385841733632":{"u":1,"t":1494229637347,"m":"大家都當自己掌握了什麼關鍵技術在當寶"},"309976630795960324":{"u":0,"t":1493974587869,"m":"這已經進到template metaprogramming的領域了"},"309976650865704962":{"u":1,"t":1493974592654,"m":"","a":[{"url":"https://cdn.discordapp.com/attachments/288608369517002752/309976650865704961/unknown.png"}]},"309976875432804352":{"u":0,"t":1493974646195,"m":"ApplyAfter看起來就是把功能再forward到實際綁定的function而已"},"309976941258080259":{"u":1,"t":1493974661889,"m":"恩"},"309976995981295617":{"u":1,"t":1493974674936,"m":"都不知道本體code在哪了Orz"},"309977056937115650":{"u":0,"t":1493974689469,"m":"要找看看綁的地方XD"},"309977077891727360":{"u":1,"t":1493974694465,"m":"auto ApplyAfter(FuncType&& Func, ArgTypes&&... Args) const -> decltype(Func(Forward(Args)..., Get()...))\n {\n return Func(Forward(Args)..., Get()...);\n }"},"309977127950745601":{"u":1,"t":1493974706400,"m":"裡面長這樣子...(遠"},"309977472051445760":{"u":0,"t":1493974788440,"m":"轉了好多層"},"309982045361274890":{"u":1,"t":1493975878802,"m":"不管了...硬塞路徑🙃","a":[{"url":"https://cdn.discordapp.com/attachments/288608369517002752/309982044849700864/unknown.png"}]},"309982135471702017":{"u":0,"t":1493975900286,"m":"@@"},"309982414652964866":{"u":1,"t":1493975966848,"m":"這方法也沒驗證到底能不能直接跑不同版本的plugin"},"309982460131934208":{"u":1,"t":1493975977691,"m":"先試試看Orz"},"310011595667537921":{"u":1,"t":1493982924144,"m":"我build完ue4都會先啟動選專案的介面\n然後選了專案後vs debug這個thread就被關掉了...\n不知道能不能直接開啟特定專案?"},"310013151393349632":{"u":1,"t":1493983295058,"m":"","a":[{"url":"https://cdn.discordapp.com/attachments/288608369517002752/310013150726586370/unknown.png"}]},"310014338117140480":{"u":1,"t":1493983577995,"m":"<@223273532220637184> 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Games/UnrealEngine/Engine/Binaries/Win64/UnrealPak.exe\" FromFolder/Content/Paks/HorizonCIScriptTest-WindowsNoEditor.pak -extract ToFolder/"},"297032438155051008":{"u":1,"t":1490888451852,"m":"想請問一下child actor在使用上有沒有什麼問題"},"297032474159087616":{"u":1,"t":1490888460436,"m":"bug之類的"},"297032487958478848":{"u":0,"t":1490888463726,"m":"有阿"},"297032527611297793":{"u":0,"t":1490888473180,"m":"一個很嚴重的,4.16才會修"},"297032597828272129":{"u":0,"t":1490888489921,"m":"某種狀況下會一直crash"},"297032610511585280":{"u":1,"t":1490888492945,"m":"目前我想要的功能是可以用mesh component就做好"},"297032670024564748":{"u":1,"t":1490888507134,"m":"😨"},"297032675599056896":{"u":0,"t":1490888508463,"m":"我用很多child actor..."},"297032713368502273":{"u":0,"t":1490888517468,"m":"還是有辦法用啦…"},"297032732007989248":{"u":0,"t":1490888521912,"m":"但就很煩"},"297032772474896384":{"u":1,"t":1490888531560,"m":"有什麼差別嗎?"},"297032872299200512":{"u":1,"t":1490888555360,"m":"不用把所有 子物件的運算放actor上?"},"297032912115597312":{"u":0,"t":1490888564853,"m":"https://issues.unrealengine.com/issue/UE-41708","e":[{"url":"https://issues.unrealengine.com/issue/UE-41708","type":"link"}]},"297033000359559168":{"u":0,"t":1490888585892,"m":"能用component就用component阿"},"297033198993670147":{"u":1,"t":1490888633250,"m":"沒child actor前就是一堆mesh component...XD"},"297033248956219403":{"u":1,"t":1490888645162,"m":"想說有這新功能來試試看..."},"297033333941207041":{"u":0,"t":1490888665424,"m":"我child actor用很兇就是,還不錯用啦…但就上面那個bug很煩"},"297033390392344598":{"u":0,"t":1490888678883,"m":"等4.16中"},"297033602741436416":{"u":1,"t":1490888729511,"m":"不過 child mesh component是不是沒有辦法被場景block?"},"297033654247620629":{"u":1,"t":1490888741791,"m":"例如我手拿一把劍"},"297033689790021633":{"u":1,"t":1490888750265,"m":"那把劍有碰撞"},"297033711042428938":{"u":1,"t":1490888755332,"m":"但是還是會穿牆"},"297033829351292939":{"u":0,"t":1490888783539,"m":"可以吧,collision打開就行了阿"},"297033831456833537":{"u":0,"t":1490888784041,"m":"我之前試手中有東西,碰到會被彈開"},"295150475844648962":{"u":0,"t":1490439757072,"m":"之前疑惑去查為什麼要用F"},"295186736059777029":{"u":0,"t":1490448402181,"m":"好奇怪: PublicDependencyModuleNames.AddRange(new string[] { \"Paper2D\" });\n PrivateDependencyModuleNames.AddRange(new string[] { \"Paper2D\" });\n 這二個現在的版本好像沒有什麼區別…我記得以前(大概4.11以前)試的時候,宣告成Private只能在專案的Private folder 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module"},"295194125718913024":{"u":1,"t":1490450164013,"m":"這個跟plugin不同嗎"},"295194138339573760":{"u":0,"t":1490450167022,"m":"剛剛也有建一個自己的plugin試"},"295194274767699981":{"u":0,"t":1490450199549,"m":"Paper2D是引擎內建的一個Plugin"},"295194420167442433":{"u":1,"t":1490450234215,"m":"paper2d應該有開放public的header?"},"295194469559566337":{"u":1,"t":1490450245991,"m":"但如果PrivateDependencyModuleNames.AddRange(new string[] { \"Paper2D\" });"},"295194498672099350":{"u":1,"t":1490450252932,"m":"這樣能用嗎"},"295194633682681857":{"u":0,"t":1490450285121,"m":"PublicDependencyModuleNames.AddRange(new string[] { \"Paper2D\" });\n PrivateDependencyModuleNames.AddRange(new string[] { \"Paper2D\" }); 剛剛這二個都試了,沒看出什麼差別…orz"},"295194760044478465":{"u":1,"t":1490450315248,"m":"🤔"},"295194929674584067":{"u":0,"t":1490450355691,"m":"#include \"PaperSprite.h\"\n#include \"Paper2DModule.h\""},"295195006497718274":{"u":0,"t":1490450374007,"m":"弄Private還是一樣能在Public中include阿orz"},"295195144951431169":{"u":1,"t":1490450407017,"m":"對"},"295195191122329612":{"u":1,"t":1490450418025,"m":"就整個不知道是什麼意思"},"295195256553603072":{"u":0,"t":1490450433625,"m":"我記得我很久很久以前試是有功用的…"},"295195307824644096":{"u":0,"t":1490450445849,"m":"壞掉了的感覺"},"295451965725605888":{"u":5,"t":1490511637861,"m":"如果我沒測措 我這邊4.11也沒什麼差"},"295477590356131841":{"u":0,"t":1490517747249,"m":"http://dorgon.horizon-studio.net/archives/1152 關於Module目錄結構與相依性","e":[{"url":"http://dorgon.horizon-studio.net/archives/1152","type":"video"}]},"295861452764479488":{"u":0,"t":1490609267179,"m":"試著去裝vs2017,結果unrealVS沒辦法用(默)"},"296079528848130048":{"u":0,"t":1490661260569,"m":"關於上面問題的不同 我直接去問官方了,得到下面的回答: Adding a module to PublicDependencyModuleNames means that include paths will be made available to source files in your module, as well as any modules that depend on your module. The idea that it's a \"public dependency\" comes from the situation where the public interface to your module (ie. headers in your public or classes folder) need to include headers from another module to compile, so any consumer of your module also needs to have a dependency on that other module. Include paths for public dependencies are propagated recursively to every module that directly or indirectly depends on them.\n\n \nAdding something to PrivateDependencyModuleNames means that the include paths will only be made available to source files in your module - unless, of course, you already have an indirect public dependency on it from somewhere else."},"296081509700468747":{"u":0,"t":1490661732841,"m":"原來是控制相依性的用途","f":1},"296457674348953603":{"u":0,"t":1490751417482,"m":"https://github.com/tvaneerd/cpp17_in_TTs/blob/master/ALL_IN_ONE.md c++17 by example 這篇讚","e":[{"url":"https://github.com/tvaneerd/cpp17_in_TTs/blob/master/ALL_IN_ONE.md","type":"link"}]},"296603495161790464":{"u":4,"t":1490786183873,"m":"大大們我想請問一下,unreal要怎麼做程式碼的混肴呢?"},"296605878126379009":{"u":0,"t":1490786752016,"m":"在我的認知中只能對asset加密"},"296606142916984843":{"u":4,"t":1490786815147,"m":"喔喔,加密是怎麼做呢? 有軟體可以幫忙做嗎?"},"296606300715089930":{"u":0,"t":1490786852769,"m":"UAT傳參數進去就行"},"296606385448288257":{"u":0,"t":1490786872971,"m":"要下cmd build"},"296606549248442378":{"u":4,"t":1490786912024,"m":"請問是否有關鍵字可以查資料,謝謝大大"},"296606684745302026":{"u":0,"t":1490786944329,"m":"我前面有分享"},"296606726743130113":{"u":0,"t":1490786954342,"m":"-encrypteverything"},"296606779117404160":{"u":0,"t":1490786966829,"m":"找這個字"},"296606863556870164":{"u":4,"t":1490786986961,"m":"喔喔,好的,我查一下,謝謝大大幫忙"},"296606928619175936":{"u":4,"t":1490787002473,"m":"(鞠躬"},"296607259428126721":{"u":0,"t":1490787081344,"m":"對了 要4.15"},"296607369117433856":{"u":0,"t":1490787107496,"m":"4.15前要改source code才可以"},"296607671631478784":{"u":4,"t":1490787179621,"m":"那c++有辦法做混肴嗎? 還是不需要呢?"},"296607822802714625":{"u":0,"t":1490787215663,"m":"我認為不需要"},"296608192295862272":{"u":0,"t":1490787303757,"m":"以前用cocos2x的實候是有做過對string做compile time hash"},"296608223312478208":{"u":41,"t":1490787311152,"m":"C++做完optimize就很難反編譯了 跟Java/C#那類語言不一樣"},"296608528951541762":{"u":4,"t":1490787384022,"m":"喔喔,了解,謝謝大大們,長知識了"},"294867084695961611":{"u":0,"t":1490372191357,"m":""},"294869378321743872":{"u":5,"t":1490372738200,"m":"hmm....我這邊只有23個.cpp 感覺好像有被unity build. 可以請問一下你判斷是不是unity build的方式嗎@@?"},"294869526863151104":{"u":10,"t":1490372773615,"m":"其實是編譯速度還有編出來的檔案耶"},"294869627635367936":{"u":10,"t":1490372797641,"m":"等等哦 我找找"},"294869804836323328":{"u":5,"t":1490372839889,"m":"[GameProjectName]\\Intermediate\\Build\\Win64\\[GameProjectName]\\Inc\\[GameProjectName]\\[GameProjectName].generated.cpp 嗎"},"294869970939019264":{"u":0,"t":1490372879491,"m":"那些UHT產出來的CPP應該也是被算進去32個之中"},"294870097967710208":{"u":10,"t":1490372909777,"m":"恩恩 對哦 是整個你的專案的source file <32"},"294870101394718721":{"u":0,"t":1490372910594,"m":"每個類別除了原本的CPP,還有另外一個隱藏的"},"294870131824394240":{"u":10,"t":1490372917849,"m":"= 32 也不行"},"294870241429684234":{"u":10,"t":1490372943981,"m":"等我一下哦,應該說我是看output的地方"},"294871755812765696":{"u":5,"t":1490373305038,"m":"不然就是我再加9個.cpp就知道了"},"294871792529702912":{"u":10,"t":1490373313792,"m":"XD"},"294871839027494913":{"u":10,"t":1490373324878,"m":"也是可以 我剛在增加cpp"},"294872857329139723":{"u":10,"t":1490373567660,"m":"","a":[{"url":"https://cdn.discordapp.com/attachments/288608369517002752/294872857329139722/1.png"}]},"294873336108941312":{"u":10,"t":1490373681810,"m":"我主要是依據這個,當數量>=32的時候,因為被開啟,所以他就會去呼叫大大您昨天貼的CPPFilesToBuild = Unity.GenerateUnityCPPs(ToolChain, Target, CPPFilesToBuild, ModulePCHCompileEnvironment, Name);"},"294873625247350785":{"u":10,"t":1490373750746,"m":"但裡面又有其他判斷,還會分if (AllUnityFiles.Count > 1)\n {\n UnityCPPFileName = string.Format(\"Module.{0}.{1}_of_{2}.cpp\", BaseName, CurrentUnityFileCount, AllUnityFiles.Count);\n }\n else\n {\n UnityCPPFileName = string.Format(\"Module.{0}.cpp\", BaseName);\n }"},"294874352850173953":{"u":10,"t":1490373924220,"m":"不過總之只要產出這個檔名的時候,編譯得數度就會變超慢(雖然官方說整合是為了加快,但好像還要設置其他東西才會有用)"},"294874760116961281":{"u":10,"t":1490374021320,"m":"","a":[{"url":"https://cdn.discordapp.com/attachments/288608369517002752/294874760116961280/2.png"}]},"294874876022489098":{"u":0,"t":1490374048954,"m":"unity編譯速度理論上會比較快沒錯,但在開發iterator時還要做整合這步會把時間拖慢"},"294874933463351307":{"u":5,"t":1490374062649,"m":"30> Module.cpp41104.cpp\n30> cpp41104.generated.cpp\n哦哦 出現了"},"294875416945229826":{"u":5,"t":1490374177920,"m":"[GameProjectName]\\Intermediate\\Build\\Win64\\UE4Editor\\Development\\[GameProjectName]\\Module.[GameProjectName].cpp"},"294875629860421644":{"u":10,"t":1490374228683,"m":"整個編譯時間被拉到這麼久,即使我只是更一個數字他也要編這麼久,所以昨天早上一直納悶發生什麼事XDD,另一方面也可以判斷的是,在Build.cs增加dorgon大文章中的參數,也會讓Module.projectname.cpp這隻檔案不會出現"},"294875828481818625":{"u":0,"t":1490374276038,"m":"你要編譯整個ue4源碼的話有沒有開這個就差很多了…"},"294875891723665419":{"u":0,"t":1490374291116,"m":"我當初也是等到受不了才去找做法XD"},"294875934442651648":{"u":1,"t":1490374301301,"m":"😂"},"294876188126740491":{"u":0,"t":1490374361784,"m":"調個數字就要等好幾分鐘這件事是不合理的"},"294876308377305089":{"u":10,"t":1490374390454,"m":"剛好,在決定bModuleUsesUnityBuild是否成立的flag中drogon大的參數位於第二個if"},"294876376375361536":{"u":10,"t":1490374406666,"m":"對阿"},"294876394545217547":{"u":10,"t":1490374410998,"m":"超級久..."},"294876420268752896":{"u":5,"t":1490374417131,"m":"你改.h內的數字? 還是cpp內 據我所知unity build的狀況下 改.h的時間>>>改.cpp的時間","f":1},"294876466011963392":{"u":10,"t":1490374428037,"m":"cpp 內"},"294876508856516619":{"u":10,"t":1490374438252,"m":"應該說其實只要檔案有改動..."},"294876534827909121":{"u":10,"t":1490374444444,"m":"都一樣QQ"},"294876604130263041":{"u":10,"t":1490374460967,"m":"您剛剛編譯速度還是一樣快嗎?"},"294877108662960128":{"u":10,"t":1490374581257,"m":"unity編譯速度理論上會比較快沒錯,但在開發iterator時還要做整合這步會把時間拖慢 <<< <@223273532220637184> 大這句是什麼意思 不太懂QQ","f":1},"294877382215598092":{"u":0,"t":1490374646477,"m":"當你的cpp檔有好幾千個的時候…整個整合在一起再餵進編譯器編譯會比較快"},"294877428734623744":{"u":0,"t":1490374657568,"m":"一個一個編譯太慢"},"294877511568064515":{"u":0,"t":1490374677317,"m":"可是在開發的時候會一直更動cpp,這時候這個作法就不合理了"},"294877553028497409":{"u":10,"t":1490374687202,"m":"哦~~了解,感謝"},"294877629784260609":{"u":5,"t":1490374705502,"m":"那cpp檔有好幾千個 又在開發的時候怎辦XD"},"294877660793012224":{"u":0,"t":1490374712895,"m":"unity build是適合在ci的建置流程"},"294877665503084555":{"u":5,"t":1490374714018,"m":"還是用unity build嗎XD"},"294877702685720576":{"u":0,"t":1490374722883,"m":"這時候就要分好MODULE阿qq"},"294877810751963147":{"u":0,"t":1490374748648,"m":"理想上一個module不能太大"},"294877899218092033":{"u":10,"t":1490374769740,"m":"unity裡面會幫擬分module"},"294877998077968385":{"u":0,"t":1490374793310,"m":"太大就代表功能沒設計好,要做decoupling"},"294878179590668300":{"u":5,"t":1490374836586,"m":"也是!"},"294878793062023168":{"u":10,"t":1490374982849,"m":"各位大大先晚安拉XD"},"294878910468849664":{"u":0,"t":1490375010841,"m":"🤘"},"295150419955679235":{"u":0,"t":1490439743747,"m":"• UStruct的prefix必須為F,F其實不代表任何意義,會用F表示完全是因為歷史因素。跟據官方在論壇上的回答,由於引擎初期時的某個成員宣告了他們的第一個POD型態「FVector」來儲存向量,而F表示裡面的x、y、z是是由float型態所組成,經過時間的演進後,用F來表示struct跟其他未歸類的型態不知何時變成了主流寫法。"},"293983284055244801":{"u":1,"t":1490161476864,"m":"看完gdc覺得4.16該升級了XD"},"293987229016260610":{"u":0,"t":1490162417416,"m":"4.15看來會是壽命最短的一版"},"293991704565121034":{"u":11,"t":1490163484470,"m":"416有放出一版"},"293991756939395072":{"u":11,"t":1490163496957,"m":"","a":[{"url":"https://cdn.discordapp.com/attachments/288608369517002752/293991756276432897/unknown.png"}]},"293991845497798656":{"u":0,"t":1490163518071,"m":"知道,但那個並不是正式release吧"},"293992069691867136":{"u":1,"t":1490163571523,"m":"我之前看他們livestream是用mesh做的"},"294398965548580865":{"u":0,"t":1490260583055,"m":"Both AES encryption and pak signing are now configured from an Encryption.ini config hierarchy. See Config\\DefaultEncryption.ini and Config\\Windows\\WindowsEncryption.ini in the ShooterGame sample project for an example of how to configure both encryption and pak signing."},"294398996816855040":{"u":0,"t":1490260590510,"m":"4.15終於自帶加密了"},"294399050369990656":{"u":0,"t":1490260603278,"m":"之前還要去改source code才行"},"294399180602998785":{"u":0,"t":1490260634328,"m":"D:\\UE\\ShooterGame\\Intermediate\\Build\\Win64\\UE4\\Development\\UELinkerFixups.cpp\n\n\n\n\nbool CreatePakFile(const TCHAR* Filename, TArray& FilesToAdd, const FPakCommandLineParameters& CmdLineParameters)\n{ \n const double StartTime = FPlatformTime::Seconds();\n\n // Create Pak\n FKeyPair KeyPair;\n FString AESKey;\n TUniquePtr PakFileHandle(CreatePakWriter(Filename, KeyPair, AESKey));\n if (!PakFileHandle)\n {\n UE_LOG(LogPakFile, Error, TEXT(\"Unable to create pak file \\\"%s\\\".\"), Filename);\n return false;\n }\n\n\nFArchive* CreatePakWriter(const TCHAR* Filename, FKeyPair& OutEncryptionKeyPair, FString& OutAESKey)\n\n\n\n\ninline void DecryptData(uint8* InData, uint32 InDataSize)\n{\n SCOPE_SECONDS_ACCUMULATOR(STAT_PakCache_DecryptTime);\n const ANSICHAR* Key = FPakPlatformFile::GetPakEncryptionKey();\n check(Key);\n FAES::DecryptData(InData, InDataSize, Key);\n}"},"294399204351016961":{"u":0,"t":1490260639990,"m":"前幾天追到的幾個加解密關鍵的function","f":1},"294488853576941568":{"u":0,"t":1490282014031,"m":"終於找到成功加密的參數了orz"},"294488882051809283":{"u":0,"t":1490282020820,"m":"追code 追好久"},"294489164152438794":{"u":0,"t":1490282088078,"m":"-encrypt -encrypteverything 這二個都要餵進Engine/Build/BatchFiles/RunUAT.bat才行"},"294489247719620608":{"u":0,"t":1490282108002,"m":"一開始只丟-encrypt 難怪加密都沒用orz"},"294489487533408267":{"u":0,"t":1490282165178,"m":"沒有一個文檔有說明這件事(死)"},"294494520228315136":{"u":0,"t":1490283365066,"m":"測了一下,加-encrypteverything 這個就行了"},"294497623988240395":{"u":10,"t":1490284105060,"m":"想請教一下,source file到多少數量的時候,UBT會把他整合成Module.ProjectName.cpp呢? 因為今天赫然發現被整合成一個了,雖然用dorgon大這篇http://dorgon.horizon-studio.net/archives/687 的方式就可以大幅改善編譯時間,但還是想知道在哪裡可以查看","f":1,"e":[{"url":"http://dorgon.horizon-studio.net/archives/687","type":"video"}]},"294498949308481537":{"u":1,"t":1490284421041,"m":"\"2.另外原本預設的編輯機制是*Unity*編譯,也就是把所有的檔案合成一個再開始,這對於常常只是改個小地方的開發時期其實會有點痛苦,只要在build.cs中加入以下宣告:\""},"294499026819350528":{"u":10,"t":1490284439521,"m":"恩恩 對阿"},"294499125737816065":{"u":1,"t":1490284463105,"m":"unity😆"},"294499186588778496":{"u":10,"t":1490284477613,"m":"噗"},"294499618421473280":{"u":0,"t":1490284580570,"m":"要追source才知道吧,我猜是每個module都整合成一個cpp","f":1},"294499894662791170":{"u":5,"t":1490284646431,"m":"我也是剛剛才開始查 好像是在UEBuildModule.cs"},"294499986841010178":{"u":5,"t":1490284668408,"m":"搜一個Unity.GenerateUnityCPPs"},"294500307524911105":{"u":5,"t":1490284744865,"m":"會呼叫到Unity.cs"},"294500687398830080":{"u":10,"t":1490284835434,"m":"好哦,我先找找UEBuildModule.cs在哪...XD"},"294500730499366923":{"u":10,"t":1490284845710,"m":"感謝"},"294500783364243458":{"u":5,"t":1490284858314,"m":"Engine\\Source\\Programs\\UnrealBuildTool\\Configuration"},"294500955343290369":{"u":5,"t":1490284899317,"m":"// unity files generated for only the set of files which share the same PCH environment\nCPPFilesToBuild = Unity.GenerateUnityCPPs(ToolChain, Target, CPPFilesToBuild, ModulePCHCompileEnvironment, Name);"},"294500999870152704":{"u":0,"t":1490284909933,"m":"編譯速度有錢就去用這套: https://www.incredibuild.com/incredibuild-xge-product-overview.html","e":[{"url":"https://www.incredibuild.com/incredibuild-xge-product-overview.html","type":"link"}]},"294501764294770690":{"u":5,"t":1490285092186,"m":"這要有人幫忙build吧XD 像我在家就沒人幫忙build就無效?\n另外有遇過如果電腦是不同語系,程式碼裡面又有特殊語系的字元,會發生交給別台編error(因為他不認識那個語系),但是自己local編譯都正常的詭異現象"},"294501859173990401":{"u":0,"t":1490285114807,"m":"家裡多買幾台電腦就行了阿XD"},"294502197255995394":{"u":10,"t":1490285195412,"m":"恩恩 找到關鍵字了, 謝謝windkey大,我來看一下QQ"},"294502355368673281":{"u":10,"t":1490285233109,"m":"<@223273532220637184> 大,挖喜善假郎 哈哈XD"},"294509073318019072":{"u":10,"t":1490286834793,"m":"<@290854489492160513> 大,想順便請教一下您是下什麼關鍵字搜尋到的相關資訊的? 還是您之前就有印象"},"294510383769845760":{"u":5,"t":1490287147229,"m":"我之前只知道bFasterWithoutUnity預設是合併編譯 沒實際追過 \n所以我一開始就對整個solution搜bFasterWithoutUnity"},"294510531027402763":{"u":5,"t":1490287182338,"m":"運氣好很快就搜到了"},"294510742692954112":{"u":10,"t":1490287232803,"m":"原來如此,謝謝"},"294685872668803072":{"u":0,"t":1490328987043,"m":"上到4.15馬上就踩雷了: https://answers.unrealengine.com/questions/561763/daydream-black-screen-with-firstpersontemplate-and.html","e":[{"url":"https://answers.unrealengine.com/questions/561763/daydream-black-screen-with-firstpersontemplate-and.html","type":"link"}]},"294719199496896513":{"u":11,"t":1490336932778,"m":"XD"},"294753112676106241":{"u":4,"t":1490345018310,"m":"請問一下,上次好像有其他大大問過希望跨level, actor還能活著,請問後來有成功嗎? 那個該怎麼做呢?"},"294758928796090368":{"u":0,"t":1490346404981,"m":"https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/Engine/UWorld/SeamlessTravel/index.html\n\n\nhttps://docs.unrealengine.com/latest/INT/Gameplay/Networking/Travelling/index.html#persistingactorsacrossseamlesstravel","e":[{"url":"https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/Engine/UWorld/SeamlessTravel/index.html","type":"link"},{"url":"https://docs.unrealengine.com/latest/INT/Gameplay/Networking/Travelling/index.html#persistingactorsacrossseamlesstravel","type":"article"}]},"294758966766862337":{"u":0,"t":1490346414034,"m":"這二篇看完應該就可以做到了"},"294759029341683712":{"u":0,"t":1490346428953,"m":"關鍵字都在裡面了"},"294761672558641152":{"u":1,"t":1490347059145,"m":"多人連線可以用"},"294763398384713728":{"u":0,"t":1490347470614,"m":"單機也可以用吧,單機就只是自己兼任server而已"},"294766349975158785":{"u":4,"t":1490348174328,"m":"好,謝謝大大,我好好研究"},"294866192076636161":{"u":10,"t":1490371978540,"m":"早一些的時候才開始找昨天整合的那個問題,主要是被UEBuildModule.cs中的這三段code影響,雖然預設是unity模式沒錯,但還是被一些flag影響,其中決定soure file數量是否採用unity編譯模式是位於BuildConfiguration.cs 中的MinGameModuleSourceFilesForUnityBuild(預設=32),當source file < 32的時候會採用迭代編譯,我剛有試了一下把cpp檔砍到剩31,確實就不會被整合了。大概是這樣,如有有什麼錯誤的地方還請大大們指正一下😆","a":[{"url":"https://cdn.discordapp.com/attachments/288608369517002752/294866192076636160/1.png"}]},"294866859940118538":{"u":0,"t":1490372137771,"m":"原來是32個,漲知識,讚"},"292313496765333514":{"u":1,"t":1489763368551,"m":"原本的PlayerController"},"292313502977228800":{"u":0,"t":1489763370032,"m":"Super叫一下"},"292313572967448588":{"u":0,"t":1489763386719,"m":"Super::GetSeamlessTravelActorList(bToEntry, ActorList)"},"292317279256051712":{"u":8,"t":1489764270367,"m":"add to root不是要給actor用的~是純UObject~\nactor我也不會建議不摧毀"},"292317483279450112":{"u":8,"t":1489764319010,"m":"P.S. 我還是沒捲到最下面,如果有講到重複的請海涵XD"},"292317907269058560":{"u":8,"t":1489764420097,"m":"openlevel能不能把一個actor帶到另一個level --> 可以,但我覺得那個很鳥,我自己是不推薦也不想用,如果一訂要用我記得要把actor弄到一個什麼dont destroy的array裡面去,詳情好像在level tick處理world交接的地方 (sorry我沒有開原始碼看XD"},"292318210240544789":{"u":8,"t":1489764492331,"m":"捲完了,應該跟dorgon大說的差不多XD,就當作我覆議他吧哈哈"},"292318811745419274":{"u":1,"t":1489764635741,"m":"GetSeamlessTravelActorList這個function好像不會被呼叫"},"292318826681335809":{"u":1,"t":1489764639302,"m":"真奇怪"},"292318922181705748":{"u":0,"t":1489764662071,"m":"SeamlessTravel有勾了嗎?"},"292318941144154113":{"u":1,"t":1489764666592,"m":"有"},"292319024245637130":{"u":8,"t":1489764686405,"m":"我自己是覺得這機制沒有做到足夠容易讓人使用啦...actor最好還是隨著level轉換死光光比較乾脆"},"292319123894042624":{"u":8,"t":1489764710163,"m":"seamless travel我之前用還要搭配複寫幾個game mode的function才能正常運作"},"292319149643005952":{"u":8,"t":1489764716302,"m":"get player start啥玩意的"},"292319183956475904":{"u":8,"t":1489764724483,"m":"也是看code看來看去才懂得 =_="},"292319351892213770":{"u":0,"t":1489764764522,"m":"UWorld* FSeamlessTravelHandler::Tick() 要進到這個function裡面才行"},"292319440396091392":{"u":0,"t":1489764785623,"m":"可以在這邊下斷點看看,沒進去的話就代表條件沒達成,要找找還缺什麼"},"292319515860008961":{"u":1,"t":1489764803615,"m":"恩"},"292319554317713409":{"u":8,"t":1489764812784,"m":"拜託多梗大了(逃"},"292319557648121856":{"u":1,"t":1489764813578,"m":"現在有兩個地圖"},"292320210503991296":{"u":1,"t":1489764969231,"m":"看起來連這個外面function也不會執行"},"292320237909573643":{"u":5,"t":1489764975765,"m":"你們好拼 我眼壓有點高了 沒辦法跟著trace QQ"},"292320239797010432":{"u":1,"t":1489764976215,"m":"ServerNotifyLoadedWorld_Implementation"},"292320284525199362":{"u":1,"t":1489764986879,"m":"真奇怪"},"292321191308296193":{"u":5,"t":1489765203073,"m":"https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/Engine/UWorld/SeamlessTravel/index.html\n有幫助嗎","e":[{"url":"https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/Engine/UWorld/SeamlessTravel/index.html","type":"link"}]},"292321292890275840":{"u":5,"t":1489765227292,"m":"You may need to implement GameMode::GetSeamlessTravelActorList(), 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上面有屬性可以設"},"326604830455889920":{"u":0,"t":1497939059605,"m":"看到了,感謝XD"},"326605371189886977":{"u":10,"t":1497939188526,"m":"不會,今天剛好有看到XD"},"326908617120808961":{"u":10,"t":1498011487990,"m":"","a":[{"url":"https://cdn.discordapp.com/attachments/288608851367034880/326908616412102656/te.PNG"}]},"326909034034757632":{"u":10,"t":1498011587390,"m":"請問是我誤會什麼嗎? 他字面上意思應該是反轉Base然後除以Blend? 但點進去看公式,他卻是採Blend的互補色來除😕","a":[{"url":"https://cdn.discordapp.com/attachments/288608851367034880/326909033334439936/f.PNG"}]},"331623334339149824":{"u":10,"t":1499135564170,"m":"想請教一下,有沒有大大作過薄紗材質,是都用什麼模式作呢? 我目前用Mask+Cloth不過效果不太好,同事是用Translucent去作效果是不錯,但我覺得用Translucent作好像哪裡怪怪的。"},"331661218391523329":{"u":10,"t":1499144596432,"m":"剛詢問了一下其他朋友,似乎都是用半透明直接作掉,好吧,沒事了,謝謝。"},"331722858789076992":{"u":0,"t":1499159292648,"m":""},"331724695319609347":{"u":10,"t":1499159730511,"m":"下午又試了一下mask+cloth然後Opacity接Dither,效果看起來很接近,但看來還是半透明省事又效果好😭","a":[{"url":"https://cdn.discordapp.com/attachments/288608851367034880/331724695319609345/3253d8320a2586da.PNG"}]},"331724886823141378":{"u":0,"t":1499159776169,"m":"dither會有網格阿"},"331724922642497536":{"u":10,"t":1499159784709,"m":"對阿~\"~"},"311347071334744065":{"u":10,"t":1494301326355,"m":"你說放在鏡子裡面?"},"311347164351692800":{"u":1,"t":1494301348532,"m":"你可以看content example的做法"},"311347363325149187":{"u":10,"t":1494301395971,"m":"OK 3Q"},"311347426353217536":{"u":1,"t":1494301410998,"m":"1.7 - Scene Capture 2D\n在上面那個場景"},"311347513376374785":{"u":10,"t":1494301431746,"m":"恩恩 那個我有載 我開一下"},"311348235300110336":{"u":10,"t":1494301603866,"m":"哦哦 大概知道你意思"},"311350270250450944":{"u":10,"t":1494302089036,"m":"是我誤會什麼嗎QQ 因為如果改變鏡子大小 成像就會變這樣"},"311350290018467840":{"u":10,"t":1494302093749,"m":"","a":[{"url":"https://cdn.discordapp.com/attachments/288608851367034880/311350289066229760/unknown.png"}]},"311352003748036610":{"u":10,"t":1494302502334,"m":"好怪哦,<@277695443834765312> 大,所以你不用改動camera位置,你的物體很接近你鏡面的時候,成像也是正確的哦? 還是你用其他方式做掉了"},"311352028834168833":{"u":10,"t":1494302508315,"m":"吃飯先QQ"},"311352350277107714":{"u":1,"t":1494302584953,"m":"這個要把照相機調整到貼合鏡子"},"311367371703058443":{"u":10,"t":1494306166340,"m":"恩恩,沒關係 先這樣吧"},"311715434875322368":{"u":1,"t":1494389151067,"m":"<@277695443834765312> 這種長型的鏡子 要改material的uv"},"311715469445038082":{"u":1,"t":1494389159309,"m":"讓比例符合"},"311766189921796096":{"u":1,"t":1494401252013,"m":"剛剛測了一下4.15 有把foliage動態陰影會穿出來的bug修正了<:ue4:306117305040109568>"},"311766855616561162":{"u":1,"t":1494401410727,"m":"之前workaround開啟as occluder會讓fps掉10以上\n怕.jpg"},"314628269200900097":{"u":4,"t":1495083624888,"m":"想請教大大們,我在場景中有兩顆石頭,在editor中看陰影正常,很sharp,但build完之後,兩顆石頭的影子會融在一起,也不sharp了,請問這個比較有可能是什麼問題呢? light map 的 resolution嗎?"},"314628573233283072":{"u":4,"t":1495083697375,"m":"我看預設是128, 我設成1024看起來還是和在editor中看到的不同...."},"314678081975746561":{"u":0,"t":1495095501179,"m":"看起來是AA的問題?"},"314685410661892098":{"u":4,"t":1495097248474,"m":"用的是FXAA"},"314685500416065536":{"u":0,"t":1495097269873,"m":"FXAA效果是最差的"},"314685552618242048":{"u":0,"t":1495097282319,"m":"AA也有等級,開高一點看看?"},"314685668649336832":{"u":4,"t":1495097309983,"m":"但是應該不是糊,而是影子連在一起了"},"314685766351716352":{"u":0,"t":1495097333277,"m":"screen res?"},"314685866914086914":{"u":4,"t":1495097357253,"m":"在editor看就很正常,兩個石頭兩個影子"},"314685976108728321":{"u":4,"t":1495097383287,"m":"screenres沒有動,應該是預設值"},"314686119973355530":{"u":4,"t":1495097417587,"m":"還是應該要設多少呢?"},"314686407459471370":{"u":4,"t":1495097486129,"m":"但bake完之後兩個石頭的影子會連在一起,像是融在一起的感覺"},"314686459678425089":{"u":4,"t":1495097498579,"m":"用的是4.14"},"314716174480834563":{"u":0,"t":1495104583140,"m":"這個我就沒太多研究,看有沒有高手來解答"},"314717196892766209":{"u":15,"t":1495104826902,"m":"影子是打在什麼物件上?"},"314717454011990018":{"u":15,"t":1495104888204,"m":"我猜 Build 前是 Dynamic Shadow,Build 後變成 Lightmap"},"314718034885345282":{"u":15,"t":1495105026695,"m":"所以你看到很 Sharp 的可能是 Dynamic shadow"},"314718484829306880":{"u":15,"t":1495105133970,"m":"可能要先確認你 Cast 到的物件支不支援 lightmap"},"314718895128969216":{"u":4,"t":1495105231793,"m":"喔喔,原來是這樣,那我來試試,謝謝大家"},"314753566352998400":{"u":1,"t":1495113498057,"m":"<@288678701938245632> 會糊應該是靜態陰影吧","f":1},"314753873787092994":{"u":1,"t":1495113571355,"m":"可以看一下陰影落在的那個物件他的shadow map解析度是多少"},"314754040502419466":{"u":1,"t":1495113611103,"m":"這問題可以用把解析度調高, 或是用動態陰影解決","f":1},"315045099228758017":{"u":4,"t":1495183004911,"m":"謝謝yujen大大,是你說的被cast物件的shadow res要調高,非常的感謝 ^ ^"},"317480402841501697":{"u":17,"t":1495763626538,"m":"請問一下有人在烘焙光源時遇到圖片上的問題嗎?"},"317480563433013258":{"u":17,"t":1495763664826,"m":"","a":[{"url":"https://cdn.discordapp.com/attachments/288608851367034880/317480562962989066/unknown.png"}]},"317540679377092618":{"u":17,"t":1495777997584,"m":"白色的斑點"},"317552046964342784":{"u":29,"t":1495780707828,"m":"水泥中的氧化鈣與空氣中二氧化碳反應形成白色碳酸鈣結晶 又叫壁癌"},"317552185401671690":{"u":17,"t":1495780740834,"m":"<:yaoming:306118215942144000>"},"317679938423488513":{"u":1,"t":1495811199528,"m":"<@288766703566061569> \n裕粉 - Today at 9:53 AM\n請問一下有人在烘焙光源時遇到圖片上的問題嗎?\n\n把牆壁lightmap解析度調高試試"},"317680294654246912":{"u":17,"t":1495811284460,"m":"目前已經調到橘色程度,我在調高試試"},"317680510547787778":{"u":17,"t":1495811335933,"m":"不過將右側的木架子拿掉之後,就減輕許多,但我不太懂為啥木架會造成這種狀況…"},"317907547942158337":{"u":11,"t":1495865465866,"m":"唔"},"317907562844651520":{"u":11,"t":1495865469419,"m":"GI問題?"},"317930375869628417":{"u":17,"t":1495870908468,"m":"請問gi是指?"},"309152872950398976":{"u":0,"t":1493778188694,"m":"要做VR的話建議要一直跟上引擎版本,因為UE4一直在改良這塊"},"309166891593891840":{"u":4,"t":1493781530999,"m":"好的,謝謝大大"},"309365423965732865":{"u":1,"t":1493828864805,"m":"https://docs.unrealengine.com/latest/CHN/Engine/Animation/IKSetups/index.html\n想問一下大家有沒有用過ue4 的IK做過身體軀幹的部分?","e":[{"url":"https://docs.unrealengine.com/latest/CHN/Engine/Animation/IKSetups/index.html","type":"article"}]},"309365480857010176":{"u":1,"t":1493828878369,"m":"看起來內建的只能支援手腳?🤔","f":1},"309535195172962304":{"u":1,"t":1493869341415,"m":"https://docs.unrealengine.com/latest/INT/Engine/Animation/NodeReference/Fabrik/\n找到了...這個可以做多關節的IK","e":[{"url":"https://docs.unrealengine.com/latest/INT/Engine/Animation/NodeReference/Fabrik/","type":"article"}]},"309539805920886785":{"u":1,"t":1493870440703,"m":"文件不足🙃","a":[{"url":"https://cdn.discordapp.com/attachments/288608851367034880/309539805451255810/unknown.png"}]},"309641587242172416":{"u":1,"t":1493894707261,"m":"po張圖被人說洩密😏"},"309655335008862209":{"u":5,"t":1493897984984,"m":"摩托車嗎"},"309689605299634177":{"u":1,"t":1493906155658,"m":"是騎馬\n我是不知道那個人是在line群還是在這邊看到的啦...\n我這些遊戲場景去年TGS早就公開了, 網路上都還有影片\n不知道是在保密什麼"},"309692463646244875":{"u":5,"t":1493906837141,"m":"哭哭"},"311335607974494218":{"u":10,"t":1494298593277,"m":"上次鏡子的問題,雖然<@277695443834765312>大有提供左右像調整的方式,不過鏡頭的相對位置我還是不知道怎算,所以還是參照了這篇的方式\nhttps://www.youtube.com/watch?v=wHcGKs0uqLo\n\n不過因為某些因素,老闆最後還是採用下面這個的作法😶 \nhttps://www.youtube.com/watch?v=UZsr7HlLQ-Y&t=126s\n\n另外,我還嘗試用clean coat的方式去做,儘管他調整reflection capture resolution很有感,不過reflection capture一直無法調整到完美的位置,對鏡子有興趣得大大也許可以研究看看(?\n\n下面是我測試這三種作法的專案,有興趣的大大可以載來看(雖然沒什麼特別的地方)\nhttps://drive.google.com/open?id=0B9oUmoGiPbiPdk4tYldDUy1oVWM","e":[{"url":"https://www.youtube.com/watch?v=wHcGKs0uqLo","type":"video"},{"url":"https://www.youtube.com/watch?v=UZsr7HlLQ-Y&t=126s","type":"video"},{"url":"https://drive.google.com/open?id=0B9oUmoGiPbiPdk4tYldDUy1oVWM","type":"link"}]},"311336095415795713":{"u":10,"t":1494298709492,"m":"恩~第一種作法裡面有個算式我看不懂,問朋友才知道是在算這個,有興趣的也可以參考\nhttp://paulbourke.net/geometry/reflected/"},"311337088257884170":{"u":10,"t":1494298946204,"m":"clear coat 相關參數","a":[{"url":"https://cdn.discordapp.com/attachments/288608851367034880/311337087733334016/1.png"}]},"311337104540041216":{"u":10,"t":1494298950086,"m":"","a":[{"url":"https://cdn.discordapp.com/attachments/288608851367034880/311337104028467200/2.png"}]},"311343336374140928":{"u":1,"t":1494300435871,"m":"這種反射可以做到高精確度的反射嗎?"},"311343422910758912":{"u":10,"t":1494300456503,"m":"你說clear coat嘛?"},"311343524555522050":{"u":1,"t":1494300480737,"m":"UE4 Tutorial 101 - Perfect Dynamic Mirrors\n對"},"311343548471574528":{"u":1,"t":1494300486439,"m":"應該是這篇的"},"311343645137829889":{"u":10,"t":1494300509486,"m":"第二種方式,可以,缺點是解析度比較差一點"},"311343737294946304":{"u":10,"t":1494300531458,"m":"因為他沒有render texture可以調整"},"311343831687888897":{"u":1,"t":1494300553963,"m":"reflection capture這個如果遇到動態物件"},"311343854651572224":{"u":1,"t":1494300559438,"m":"可以正常反射嗎?"},"311343950407532545":{"u":1,"t":1494300582268,"m":"ue4預設的反射是靜態的"},"311344077683687425":{"u":10,"t":1494300612613,"m":"應該是不行,而且連靜態都不太準,所以最後才放棄XD"},"311344101603672074":{"u":1,"t":1494300618316,"m":"必須要在場景中放置reflection prob的點點"},"311344132880728065":{"u":1,"t":1494300625773,"m":"才能增加精確度"},"311344201994600455":{"u":1,"t":1494300642251,"m":"但都是屬於靜態的東西"},"311344225390428161":{"u":10,"t":1494300647829,"m":"reflection prob?"},"311344360945876992":{"u":1,"t":1494300680148,"m":"https://docs.unrealengine.com/latest/CHN/Resources/Showcases/Reflections/index.html","e":[{"url":"https://docs.unrealengine.com/latest/CHN/Resources/Showcases/Reflections/index.html","type":"article"}]},"311344412124774400":{"u":10,"t":1494300692350,"m":"哦哦!!"},"311344443254898689":{"u":10,"t":1494300699772,"m":"有 這個我有弄"},"311344455439482890":{"u":1,"t":1494300702677,"m":"https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/Reflections/index.html","e":[{"url":"https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/Reflections/index.html","type":"article"}]},"311344474234159105":{"u":10,"t":1494300707158,"m":"但反出來的東西 還是不對"},"311344487420919810":{"u":1,"t":1494300710302,"m":"是啊"},"311344520933670912":{"u":1,"t":1494300718292,"m":"所以我才改用scene capture"},"311344598272442369":{"u":1,"t":1494300736731,"m":"https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/Reflections/1_7/index.html\n就是這個","e":[{"url":"https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/Reflections/1_7/index.html","type":"article"}]},"311344682737336322":{"u":10,"t":1494300756869,"m":"恩恩 我貼的那個第一種方式 就是用這個"},"311344868842668044":{"u":1,"t":1494300801240,"m":"clean coat則是讓鏡子真的有兩層的感覺"},"311344890812432386":{"u":10,"t":1494300806478,"m":"第二個是用 planar reflections 去做(算速成吧"},"311344923704295432":{"u":10,"t":1494300814320,"m":"對阿"},"311344956704948227":{"u":10,"t":1494300822188,"m":"但...um.."},"311345839383511041":{"u":10,"t":1494301032635,"m":"不過<@277695443834765312> 大,你用scene capture2d的方式 應該也要在鏡頭上面遮蔽一些actor?"},"311346418633670657":{"u":1,"t":1494301170739,"m":"不用吧?"},"311346541258342410":{"u":10,"t":1494301199975,"m":"是因為你只用在後照鏡上嘛? 還是也有用在別的地方?"},"311346672578068480":{"u":1,"t":1494301231284,"m":"只用在後照鏡"},"311346744841732107":{"u":1,"t":1494301248513,"m":"為什麼要遮蔽actor?"},"311346867138985985":{"u":10,"t":1494301277671,"m":"因為我的那個方式,scene capture2d會跟著玩家的視點調整位置"},"311346905751879680":{"u":1,"t":1494301286877,"m":"喔喔..."},"311346980242849793":{"u":10,"t":1494301304637,"m":"恩阿 有時候就會被遮到反射不出來XD"},"311347005844881418":{"u":1,"t":1494301310741,"m":"那個capture 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!"},"327819248543989791":{"u":9,"t":1498228599440,"m":"剛剛測試這個問題,綠框的那個Collision是可以正常擦邊滑過,但紅框那個就不行,角色會直接卡在那"},"327823286224551958":{"u":9,"t":1498229562098,"m":"算是找到解決方案了,對會卡住人物的Collision設定Can Character Step Up On = No就解決了"},"327823297553235971":{"u":9,"t":1498229564799,"m":"","a":[{"url":"https://cdn.discordapp.com/attachments/291406832608739328/327823297553235968/unknown.png"}]},"327823343439052800":{"u":9,"t":1498229575739,"m":"打擾各位了QQ"},"327995665156145163":{"u":1,"t":1498270660438,"m":"@Moon-Lee#7227 \n你的物理摩擦係數是怎麼設定的?","f":1},"327995728548986891":{"u":1,"t":1498270675552,"m":"phys material"},"327995787571232784":{"u":1,"t":1498270689624,"m":"把摩擦力改成0 應該可以滑動"},"327997562684702730":{"u":2,"t":1498271112844,"m":"GG <@277695443834765312>, you just advanced to **level 4** !"},"328077355346296846":{"u":9,"t":1498290136897,"m":"我沒給Phys mat耶,沒給可以直接設定嗎?"},"328114497329954817":{"u":1,"t":1498298992236,"m":"沒有個話可以建立一個指定"},"328114498277736458":{"u":2,"t":1498298992462,"m":"GG <@277695443834765312>, you just advanced to **level 5** !"},"331722992574791680":{"u":0,"t":1499159324545,"m":""},"296941133303513090":{"u":3,"t":1490866683079,"m":"請問,關於切割 布料 或 柔體 的方法,各位大大有甚麼方法嗎?"},"296941278011064320":{"u":3,"t":1490866717580,"m":"我有查過很多資料,也嘗試了不少,但是沒有頭緒阿😂"},"296941559792926722":{"u":3,"t":1490866784762,"m":"在FleX 裡面的布料,只能做到 撕裂 的效果,沒辦法弄到切開的效果"},"297195631787638804":{"u":0,"t":1490927360246,"m":"有別的引擎有做到類似的事嗎,可以先找看看有沒有人做到過"},"306726369977565184":{"u":1,"t":1493199665303,"m":"https://developer.nvidia.com/nvidia-vrworks-and-ue4\n想問一下各位有沒有玩過nv的branch?","e":[{"url":"https://developer.nvidia.com/nvidia-vrworks-and-ue4","type":"link"}]},"306726450583830528":{"u":0,"t":1493199684521,"m":"我有開起來build過"},"306729994862854144":{"u":1,"t":1493200529543,"m":"好像找不到詳細文件"},"306730085535449101":{"u":1,"t":1493200551161,"m":"https://developer.nvidia.com/vrworks","e":[{"url":"https://developer.nvidia.com/vrworks","type":"link"}]},"306736533686452225":{"u":1,"t":1493202088520,"m":"他這些功能應該沒有被整合到官方的build?"},"306736607682363392":{"u":0,"t":1493202106162,"m":"沒"},"306736642163736577":{"u":1,"t":1493202114383,"m":"https://developer.nvidia.com/vrworks/graphics/multiresshading","e":[{"url":"https://developer.nvidia.com/vrworks/graphics/multiresshading","type":"link"}]},"306736697759236096":{"u":0,"t":1493202127638,"m":"只能抓NV的BUILD才有,BUILD完裡面有選項可以勾"},"306736713412116481":{"u":1,"t":1493202131370,"m":"像是這些底層的最佳化"}}}}