lua trace report

This commit is contained in:
Boshuang Zhao 2025-06-20 21:18:41 +08:00
parent c0ef7cc758
commit 92014012cb
21 changed files with 59 additions and 1756 deletions

View File

@ -92,3 +92,10 @@ ManualIPAddress=
[CoreRedirects]
+ClassRedirects=(OldName="/Script/zworld.UNameRegisterLibrary",NewName="/Script/zworld.NameRegisterLibrary")
[/Script/Sentry.SentrySettings]
Dsn="https://9a2113114ebcbcc2d857b5918862b4a4@sentry-pan01.yingxiong.com/1"
EnableAutoLogAttachment=False
AttachStacktrace=False
AttachGpuDump=False
AutomaticBreadcrumbsForLogs=(bOnFatalLog=False,bOnErrorLog=False,bOnWarningLog=False,bOnInfoLog=False,bOnDebugLog=False)

View File

@ -17,7 +17,7 @@ UsePakFile=True
bUseIoStore=True
bUseZenStore=False
bMakeBinaryConfig=False
bGenerateChunks=False
bGenerateChunks=True
bGenerateNoChunks=False
bChunkHardReferencesOnly=False
bForceOneChunkPerFile=False

View File

@ -29,7 +29,7 @@ BindKey(M, "Q", "Pressed", function(self, Key)
local Rot = UE.FRotator(Pitch, Yaw, Roll)
local Quat = UKismetMathLibrary.Conv_RotatorToQuaternion(Rot)
local ToRot = UKismetMathLibrary.Quat_Rotator(Quat)
self:PrintRot("Rot", Rot)
self:PrintRot("Rot", Rot.test)
self:PrintQuat("Quat", Quat)
self:PrintRot("NewRot", ToRot)

View File

@ -33,5 +33,16 @@ function class:ReceiveTick(dt)
gWorld:lateTick(dt)
end
end
function class:UploadLuaCallError(ErrorMsg)
print("ouczbs::UploadLuaCallError", ErrorMsg)
local EMSentrySubsystem = UE.USubsystemBlueprintLibrary.GetWorldSubsystem(self, UE.UEMSentrySubsystem)
if EMSentrySubsystem then
SceneId = 101
SceneName = "Login"
PlayerLocation = "10.2,20.30,40.30"
EMSentrySubsystem:ReportLuaTrace(ErrorMsg, {
SceneId = SceneId, SceneName = tostring(SceneName), Location = PlayerLocation
})
end
end
return class

View File

@ -18,7 +18,7 @@
"Modules": [
{
"Name": "Sentry",
"Type": "CookedOnly",
"Type": "Runtime",
"LoadingPhase": "Default",
"WhitelistPlatforms": [ "Win64", "Mac", "Android", "IOS", "Linux", "LinuxArm64" ]
},

View File

@ -1,7 +1,7 @@
// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.Collections.Generic;
using System.IO;
public class zworldTarget : TargetRules
{
@ -11,5 +11,5 @@ public class zworldTarget : TargetRules
DefaultBuildSettings = BuildSettingsVersion.V5;
IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_4;
ExtraModuleNames.Add("zworld");
}
}
}

View File

@ -1,126 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "CrashActor.h"
DEFINE_LOG_CATEGORY(LogCrash);
// Sets default values
ACrashActor::ACrashActor()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
// Called when the game starts or when spawned
void ACrashActor::BeginPlay()
{
Super::BeginPlay();
}
void TestCrash(int CrashFrame) {
auto FN = [=]() {
int* ptr = nullptr;
*ptr = CrashFrame + 6;
};
FN();
}
ETestCrashType CrashNameToEnum(const FString& CrashName) {
UEnum* CrashEnumPtr = nullptr;
if (!CrashEnumPtr)
{
CrashEnumPtr = FindObject<UEnum>(ANY_PACKAGE, TEXT("ETestCrashType"), true);
}
if (!CrashEnumPtr)
{
return ETestCrashType::NullPointer;
}
return static_cast<ETestCrashType>(CrashEnumPtr->GetValueByNameString(CrashName));
}
void CrashTest(FString CrashName) {
ETestCrashType Type = CrashNameToEnum(CrashName);
switch (Type)
{
case ETestCrashType::NullPointer:
{
volatile char* ptr = nullptr;
*ptr += 1;
}
break;
case ETestCrashType::ArrayOutOfBounds:
{
TArray<int32> emptyArray;
emptyArray[0] = 10;
}
break;
case ETestCrashType::BadFunctionPtr:
{
void(*funcPointer)() = nullptr;
funcPointer();
}
break;
case ETestCrashType::IllegalAccess:
{
int* addrPtr = reinterpret_cast<int*>(0x12345678);
*addrPtr = 10;
}
break;
case ETestCrashType::StackOverflow:
{
using CrashRecursiveFnType = void (*)(int counter);
static CrashRecursiveFnType CrashFn;
CrashFn = [](int counter)
{
volatile int data[1024]; // 每次递归分配额外栈空间加速溢出
UE_LOG(LogTemp, Warning, TEXT("Depth: %d"), counter);
CrashFn(data[0] + 1); // 无限递归
};
CrashFn(1);
}
break;
case ETestCrashType::CrashOOM:
{
// 持续分配内存直到崩溃
TArray<void*> MemoryBlocks;
while (true)
{
// 每次分配 100MB调整数值适配测试环境
void* Block = FMemory::Malloc(100 * 1024 * 1024);
if (!Block)
{
// 分配失败时主动崩溃或记录日志
UE_LOG(LogTemp, Fatal, TEXT("OOM崩溃触发"));
break;
}
MemoryBlocks.Add(Block);
}
}
break;
case ETestCrashType::Assert:
{
char* assertPtr = nullptr;
check(assertPtr != nullptr);
}
break;
case ETestCrashType::Ensure:
{
char* ensurePtr = nullptr;
ensure(ensurePtr != nullptr);
}
break;
default:
{
UE_LOG(LogTemp, Warning, TEXT("Uknown app termination type!"));
}
break;
}
}
// Called every frame
void ACrashActor::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
CrashFrame = 100;
if (Frame++ >= CrashFrame) {
UE_LOG(LogTemp, Error, TEXT("ACrashActor:BeforeCrash"));
CrashTest("CrashOOM");
//TestCrash(CrashFrame);
}
}

View File

@ -1,41 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "CrashActor.generated.h"
UENUM()
enum class ETestCrashType : uint8
{
NullPointer UMETA(DisplayName = "NullPointer"),
ArrayOutOfBounds UMETA(DisplayName = "ArrayOutOfBounds"),
BadFunctionPtr UMETA(DisplayName = "BadFunctionPtr"),
IllegalAccess UMETA(DisplayName = "IllegalAccess"),
StackOverflow UMETA(DisplayName = "StackOverflow"),
CrashOOM UMETA(DisplayName = "CrashOOM"),
Assert UMETA(DisplayName = "Assert"),
Ensure UMETA(DisplayName = "Ensure")
};
UCLASS()
class ZWORLD_API ACrashActor : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
ACrashActor();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
UPROPERTY()
int Frame = 0;
UPROPERTY()
int CrashFrame = 666;
};
DECLARE_LOG_CATEGORY_EXTERN(LogCrash, Log, All);

View File

@ -1,73 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "FXComponent.h"
#include "NiagaraSystem.h"
#include "NiagaraComponent.h"
#include "NiagaraFunctionLibrary.h"
#include "NiagaraDataChannel.h"
#include "NiagaraDataChannelHandler.h"
#include "NiagaraDataChannel_Islands.h"
#include "NameRegisterLibrary.h"
#include "NiagaraDataChannelAccessor.h"
// Sets default values for this component's properties
UFXComponent::UFXComponent()
{
// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
// off to improve performance if you don't need them.
PrimaryComponentTick.bCanEverTick = true;
// ...
}
// Called when the game starts
void UFXComponent::BeginPlay()
{
Super::BeginPlay();
// ...
}
// Called every frame
void UFXComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
// ...
}
UObject* UFXComponent::PlayFX(UObject* FXAsset, USceneComponent* MeshComp, FName SocketName, FVector LocalOffset, FRotator LocalRotation, int32 DataChannelCount, FFXSpawnInfo SpawnInfo) {
UObject* FXObject = nullptr;
if (UNiagaraSystem* NiagaraAsset = Cast<UNiagaraSystem>(FXAsset))
{
FXObject = SpawnSystemAttached(NiagaraAsset, MeshComp, SocketName, LocalOffset, LocalRotation, SpawnInfo);
}else if (UNiagaraDataChannelAsset* NDCAsset = Cast<UNiagaraDataChannelAsset>(FXAsset))
{
FNiagaraDataChannelSearchParameters SearchParams = (GetOwner()->GetActorLocation());
FXObject = UNiagaraDataChannelLibrary::WriteToNiagaraDataChannel(this, NDCAsset, SearchParams, DataChannelCount,
true, true, true, *GetOwner()->GetName());
if (auto NDCWriter = Cast<UNiagaraDataChannelWriter>(FXObject))
{
NDCWriter->WritePosition(UNameRegisterLibrary::Name_Position, 0, LocalOffset);
NDCWriter->WriteVector(UNameRegisterLibrary::Name_Rotation, 0, FVector(LocalRotation.Pitch, LocalRotation.Yaw, LocalRotation.Roll));
NDCWriter->WriteQuat(UNameRegisterLibrary::Name_Quaternion, 0, LocalRotation.Quaternion());
}
}
return FXObject;
}
UNiagaraComponent* UFXComponent::SpawnSystemAttached(UNiagaraSystem* SystemTemplate,
USceneComponent* AttachToComponent, FName AttachPointName, FVector Location, FRotator Rotation, FFXSpawnInfo SpawnInfo)
{
UNiagaraComponent* FXObject = UNiagaraFunctionLibrary::SpawnSystemAttached(SystemTemplate, AttachToComponent, AttachPointName, Location, Rotation,
SpawnInfo.LocationType, SpawnInfo.bAutoDestroy, SpawnInfo.bAutoActivate, SpawnInfo.PoolingMethod, SpawnInfo.bPreCullCheck);
if (FXObject)
{
FXObject->SetTickBehavior(SpawnInfo.TickBehavior);
}
return FXObject;
}

View File

@ -1,33 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "NiagaraSystem.h"
#include "FXEnum.h"
#include "FXComponent.generated.h"
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class ZWORLD_API UFXComponent : public UActorComponent
{
GENERATED_BODY()
public:
// Sets default values for this component's properties
UFXComponent();
protected:
// Called when the game starts
virtual void BeginPlay() override;
public:
// Called every frame
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
UFUNCTION(BlueprintCallable, Category = "FX Component")
UObject* PlayFX(UObject* FXAsset, USceneComponent* MeshComp, FName SocketName, FVector LocalOffset, FRotator LocalRotation, int32 DataChannelCount, FFXSpawnInfo SpawnInfo);
//void test(UNiagaraSystem* SystemTemplate, USceneComponent* AttachToComponent, FName AttachPointName, FVector Location, FRotator Rotation, FFXSpawnInfo SpawnInfo) {};
static UNiagaraComponent* SpawnSystemAttached(UNiagaraSystem* SystemTemplate, USceneComponent* AttachToComponent, FName AttachPointName, FVector Location, FRotator Rotation, FFXSpawnInfo SpawnInfo);
};

View File

@ -1,74 +0,0 @@
#pragma once
#include "CoreMinimal.h"
#include "NiagaraComponentPoolMethodEnum.h"
#include "NiagaraTickBehaviorEnum.h"
#include "FXEnum.generated.h"
UENUM(BlueprintType)
enum class EFXPriorityType : uint8
{
Low = 0,
Level_Low = 5,
DeadBorn = 10,
PhantomHit = 15,
PhantomBuff = 20,
PhantomSkill = 30,
PlayerHit = 40,
MonsterHit = 45,
Medium = 50,
Level_Medium = 55,
MonsterBuff = 60,
PlayerBuff = 70,
MonsterSkill = 80,
PlayerSkill = 90,
DropEffect = 97,
Level_High = 98,
High = 99,
Always = 100,
};
USTRUCT(BlueprintType)
struct FFXSpawnInfo
{
GENERATED_BODY()
UPROPERTY()
EFXPriorityType PriorityType = EFXPriorityType::Low;
UPROPERTY()
TEnumAsByte<EAttachLocation::Type> LocationType = EAttachLocation::Type::KeepRelativeOffset;
UPROPERTY()
ENCPoolMethod PoolingMethod = ENCPoolMethod::None;
UPROPERTY()
bool bPreCullCheck = true;
UPROPERTY()
bool bFXPriorityBind = false;
UPROPERTY()
bool bIsDataChannel = false;
UPROPERTY()
bool bAutoDestroy = true;
UPROPERTY()
bool bAutoActivate = true;
UPROPERTY()
int EffectMaxNum = 0;
UPROPERTY()
float PlayFXCD = 0;
UPROPERTY()
ENiagaraTickBehavior TickBehavior = ENiagaraTickBehavior::UseComponentTickGroup;
};

View File

@ -1,10 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "MMOGameInstance.h"
void UMMOGameInstance::OnStart()
{
Super::OnStart();
OverrideInitGame();
}

View File

@ -1,26 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "UnLuaInterface.h"
#include "Engine/GameInstance.h"
#include "MMOGameInstance.generated.h"
/**
*
*/
UCLASS()
class ZWORLD_API UMMOGameInstance : public UGameInstance, public IUnLuaInterface
{
GENERATED_BODY()
virtual FString GetModuleName_Implementation() const override
{
return TEXT("MMOGameInstance");
}
virtual void OnStart() override;
public:
UFUNCTION(BlueprintImplementableEvent, Category = "Override C++")
void OverrideInitGame();
};

View File

@ -1,9 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "NameRegisterLibrary.h"
const FName UNameRegisterLibrary::Name_Position = FName("Position");
const FName UNameRegisterLibrary::Name_Rotation = FName("Rotation");
const FName UNameRegisterLibrary::Name_Quaternion = FName("Quaternion");
const FName UNameRegisterLibrary::Name_Normal = FName("Normal");

View File

@ -1,24 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "NameRegisterLibrary.generated.h"
/**
*
*/
UCLASS()
class ZWORLD_API UNameRegisterLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
#pragma region 静态变量区
public:
const static FName Name_Position;
const static FName Name_Rotation;
const static FName Name_Quaternion;
const static FName Name_Normal;
#pragma endregion
};

File diff suppressed because it is too large Load Diff

View File

@ -1,289 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "UnLuaInterface.h"
#include "Subsystems/WorldSubsystem.h"
#include "NiagaraComponent.h"
#include "NiagaraArrayBatchSubsystem.generated.h"
class UNiagaraDataChannelHandler_Islands;
class UNiagaraSystem;
class UNiagaraComponent;
template<typename T>
struct FNiagaraBatchData
{
FNiagaraBatchData(uint32 InDataUid, T InData)
: DataUid(InDataUid)
, Data(InData)
{
}
uint32 DataUid;
T Data;
};
UENUM(BlueprintType)
enum class ENiagaraBatchDataType : uint8
{
Vector,
Float,
Int32,
Color,
Quat,
Bool,
Vector2D,
};
USTRUCT(BlueprintType)
struct FNiagaraBatchProperty
{
GENERATED_BODY()
ENiagaraBatchDataType Type;
FName Name;
};
struct FNiagaraArrayBatchData
{
friend class UNiagaraArrayBatchSubsystem;
friend struct FNABParticleData;
friend struct FNABIsland;
private:
void ConsumeData();
private:
TWeakObjectPtr<UNiagaraComponent> NiagaraComponent;
TMap<FName, TArray<FNiagaraBatchData<FVector>>> VectorData;
TMap<FName, TArray<FNiagaraBatchData<float>>> FloatData;
TMap<FName, TArray<FNiagaraBatchData<int32>>> IntData;
TMap<FName, TArray<FNiagaraBatchData<FLinearColor>>> ColorData;
TMap<FName, TArray<FNiagaraBatchData<FQuat>>> QuatData;
TMap<FName, TArray<FNiagaraBatchData<bool>>> BoolData;
TMap<FName, TArray<FNiagaraBatchData<FVector2D>>> Vector2DData;
bool bDirty = false;
};
USTRUCT()
struct FNABIsland
{
GENERATED_BODY()
// UE_NONCOPYABLE(FNABIsland)
friend class UNiagaraArrayBatchSubsystem;
public:
FNABIsland() {};
~FNABIsland();
void Init(const FVector& Extent);
void Tick();
FORCEINLINE bool Contains(FVector Point) const
{
return Bounds.ComputeSquaredDistanceFromBoxToPoint(Point) <= 0.f;
}
void OnAcquired(UObject* WorldContext, FVector Location);
void OnReleased();
bool IsBeingUsed() const;
FORCEINLINE bool IsDirty() const
{
return Data.bDirty;
}
private:
/** Current bounds of this island. The bounds of any handler systems are modified to match these bounds. */
UPROPERTY()
FBoxSphereBounds Bounds = FBoxSphereBounds(EForceInit::ForceInit);
/** Niagara components spawned for this island. */
UPROPERTY()
TWeakObjectPtr<UNiagaraComponent> NiagaraComponent = nullptr;
UPROPERTY()
UNiagaraSystem* NiagaraSystem = nullptr;
/** The underlying storage for this island. */
FNiagaraArrayBatchData Data;
uint32 DataUid = 0;
TWeakObjectPtr<class UNiagaraArrayBatchSubsystem> Subsystem = nullptr;
};
USTRUCT()
struct FNABIslandInfo
{
GENERATED_BODY()
void Tick(float DeltaTime);
/** All currently active Islands for this channel. */
UPROPERTY()
TArray<int32> ActiveIslands;
/** All currently free Islands for this channel. */
UPROPERTY()
TArray<int32> FreeIslands;
/** Pool of all islands. */
UPROPERTY()
TArray<FNABIsland> IslandPool;
UPROPERTY()
FVector Extent = FVector(5000.f, 5000.f, 2000.f);
};
USTRUCT(BlueprintType)
struct FNABParticleData
{
GENERATED_BODY()
uint32 ParticleID;
int32 IslandIndex;
FNiagaraArrayBatchData* DataPtr;
TArray<FNiagaraBatchProperty> Propertys;
public:
FNABParticleData() : FNABParticleData(0)
{
}
FNABParticleData(uint32 ParticleID) : ParticleID(ParticleID), IslandIndex(0), DataPtr(nullptr)
{
}
FNABParticleData(uint32 ParticleID, int32 IslandIndex, FNiagaraArrayBatchData* DataPtr)
: ParticleID(ParticleID), IslandIndex(IslandIndex), DataPtr(DataPtr)
{
}
int64 GetUUID();
TArray<FNiagaraBatchProperty>& GetPropertys();
FNABParticleData& WriteVector(FName Name, const FVector& Value);
FNABParticleData& WriteQuat(FName Name, const FQuat& Value);
FNABParticleData& WriteColor(FName Name, const FLinearColor& Value);
FNABParticleData& WriteInt(FName Name, int32 Value);
FNABParticleData& WriteFloat(FName Name, float Value);
FNABParticleData& WriteBool(FName Name, bool Value);
};
/**
*
*/
UCLASS()
class ZWORLD_API UNiagaraArrayBatchSubsystem : public UTickableWorldSubsystem, public IUnLuaInterface
{
GENERATED_BODY()
virtual FString GetModuleName_Implementation() const override
{
return TEXT("BluePrints.Managers.NiagaraArrayBatchSubsystem_C");
}
virtual TStatId GetStatId() const override
{
RETURN_QUICK_DECLARE_CYCLE_STAT(UNiagaraArrayBatchSubsystem, STATGROUP_Tickables);
}
public:
static const FName ParticleIDName;
static const FName PositionParamName;
static const FName RotationParamName;
static const FName TextureParamName;
static const FName ColorParamName;
static const FName DeadTimeName;
UFUNCTION(BlueprintCallable)
FNABParticleData WriteNABParticle(UNiagaraSystem* NiagaraAsset, const FVector& Location);
UFUNCTION(BlueprintCallable)
void RemoveNABParticle(UNiagaraSystem* NiagaraAsset, int64 DataUid, const TArray<FNiagaraBatchProperty>& Propertys);
UFUNCTION(BlueprintCallable)
void WriteNABVector(FNABParticleData& Data, FName Name, const FVector& Value);
UFUNCTION(BlueprintCallable)
void WriteNABQuat(FNABParticleData& Data, FName Name, const FQuat& Value);
UFUNCTION(BlueprintCallable)
void WriteNABColor(FNABParticleData& Data, FName Name, const FLinearColor& Value);
UFUNCTION(BlueprintCallable)
void WriteNABInt(FNABParticleData& Data, FName Name, int32 Value);
UFUNCTION(BlueprintCallable)
void WriteNABFloat(FNABParticleData& Data, FName Name, float Value);
UFUNCTION(BlueprintCallable)
void WriteNABBool(FNABParticleData& Data, FName Name, bool Value);
UFUNCTION(BlueprintCallable)
int64 WriteVector(UNiagaraSystem* NiagaraAsset, const FVector& Location, FName Name, const FVector& Value);
UFUNCTION(BlueprintCallable)
int64 WriteFloat(UNiagaraSystem* NiagaraAsset, const FVector& Location, FName Name, float Value);
UFUNCTION(BlueprintCallable)
int64 WriteInt(UNiagaraSystem* NiagaraAsset, const FVector& Location, FName Name, int32 Value);
UFUNCTION(BlueprintCallable)
int64 WriteColor(UNiagaraSystem* NiagaraAsset, const FVector& Location, FName Name, const FLinearColor& Value);
UFUNCTION(BlueprintCallable)
int64 WriteQuat(UNiagaraSystem* NiagaraAsset, const FVector& Location, FName Name, const FQuat& Value);
UFUNCTION(BlueprintCallable)
int64 WriteBool(UNiagaraSystem* NiagaraAsset, const FVector& Location, FName Name, bool Value);
UFUNCTION(BlueprintCallable)
int64 WriteVector2D(UNiagaraSystem* NiagaraAsset, const FVector& Location, FName Name, const FVector2D& Value);
UFUNCTION(BlueprintCallable)
void OverrideVector(UNiagaraSystem* NiagaraAsset, FName Name, int64 DataUid, const FVector& Value);
UFUNCTION(BlueprintCallable)
void OverrideFloat(UNiagaraSystem* NiagaraAsset, FName Name, int64 DataUid, float Value);
UFUNCTION(BlueprintCallable)
void OverrideInt(UNiagaraSystem* NiagaraAsset, FName Name, int64 DataUid, int32 Value);
UFUNCTION(BlueprintCallable)
void OverrideColor(UNiagaraSystem* NiagaraAsset, FName Name, int64 DataUid, const FLinearColor& Value);
UFUNCTION(BlueprintCallable)
void OverrideQuat(UNiagaraSystem* NiagaraAsset, FName Name, int64 DataUid, const FQuat& Value);
UFUNCTION(BlueprintCallable)
void OverrideBool(UNiagaraSystem* NiagaraAsset, FName Name, int64 DataUid, bool Value);
UFUNCTION(BlueprintCallable)
void RemoveVector(UNiagaraSystem* NiagaraAsset, FName Name, int64 DataUid);
UFUNCTION(BlueprintCallable)
void RemoveFloat(UNiagaraSystem* NiagaraAsset, FName Name, int64 DataUid);
UFUNCTION(BlueprintCallable)
void RemoveInt(UNiagaraSystem* NiagaraAsset, FName Name, int64 DataUid);
UFUNCTION(BlueprintCallable)
void RemoveColor(UNiagaraSystem* NiagaraAsset, FName Name, int64 DataUid);
UFUNCTION(BlueprintCallable)
void RemoveQuat(UNiagaraSystem* NiagaraAsset, FName Name, int64 DataUid);
UFUNCTION(BlueprintCallable)
void RemoveBool(UNiagaraSystem* NiagaraAsset, FName Name, int64 DataUid);
UFUNCTION(BlueprintCallable)
void RemoveVector2D(UNiagaraSystem* NiagaraAsset, FName Name, int64 DataUid);
UFUNCTION(BlueprintCallable)
void SetNiagaraHidden(const FString& NiagaraFullName, bool bHide, FName HideTag);
protected:
virtual void Tick(float DeltaTime) override;
/** Gets the correct island for the given location. */
FNABIsland* FindOrCreateIsland(UNiagaraSystem* NiagaraSystem, const FVector& Location, int32& IslandIndex);
/** Initializes and adds a new island to the ActiveIslands list. Either retrieving from the free pool of existing inactive islands or creating a new one. */
int32 ActivateNewIsland(UNiagaraSystem* NiagaraSystem, FNABIslandInfo& FNABIslandInfo, FVector Location);
UFUNCTION(BlueprintImplementableEvent)
TMap<FString, FVector> GetNiagaraIslandExtents();
protected:
UPROPERTY()
TMap<TWeakObjectPtr<UNiagaraSystem>, FNABIslandInfo> NiagaraIslandInfoMap;
UPROPERTY()
TMap<FString, FVector> NiagaraIslandExtentsMap;
bool bLoadedIslandExtents = false;
};

View File

@ -1,6 +1,8 @@
// Copyright Epic Games, Inc. All Rights Reserved.
using System.IO;
using UnrealBuildTool;
using UnrealBuildTool.Rules;
public class zworld : ModuleRules
{
@ -9,16 +11,34 @@ public class zworld : ModuleRules
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput"
,"Niagara"});
,"Niagara", "Json", "JsonUtilities"});
PrivateDependencyModuleNames.AddRange(new string[] { "UnLua", "Sentry" });
PrivateDependencyModuleNames.AddRange(new string[] { "Lua", "UnLua", "Sentry" });
// Uncomment if you are using Slate UI
// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
// Uncomment if you are using online features
// PrivateDependencyModuleNames.Add("OnlineSubsystem");
// Uncomment if you are using Slate UI
// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
}
// Uncomment if you are using online features
// PrivateDependencyModuleNames.Add("OnlineSubsystem");
// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
// 添加 Android UPL 配置
if (Target.Platform == UnrealTargetPlatform.Android)
{
// 指定UPL文件路径
string PluginPath = Path.Combine(ModuleDirectory, "DeepLink_APL.xml");
AdditionalPropertiesForReceipt.Add("AndroidPlugin", PluginPath);
}
if (Target.Platform == UnrealTargetPlatform.Win64 ||
Target.Platform == UnrealTargetPlatform.Android ||
Target.Platform == UnrealTargetPlatform.IOS)
{
PublicDefinitions.Add(string.Format("{0}={1}", "WITH_SENTRY", 1));
PublicDependencyModuleNames.AddRange(new string[]
{
"Sentry"
});
}
}
}

View File

@ -1,6 +0,0 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#include "zworld.h"
#include "Modules/ModuleManager.h"
IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, zworld, "zworld" );

View File

@ -1,6 +0,0 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"

View File

@ -7,7 +7,10 @@
{
"Name": "zworld",
"Type": "Runtime",
"LoadingPhase": "Default"
"LoadingPhase": "Default",
"AdditionalDependencies": [
"Engine"
]
}
],
"Plugins": [
@ -17,8 +20,7 @@
"TargetAllowList": [
"Editor"
]
}
,
},
{
"Name": "Sentry",
"Enabled": true,
@ -28,7 +30,7 @@
"Android",
"IOS"
],
"BlacklistPlatforms": [
"PlatformDenyList": [
"Linux"
]
}