UE4之Exec命令
Exec命令是大小写不敏感的
FParse::Param用来解析形如-xx的参数 如:FParse::Command(&Cmd,TEXT("CDODump")) // const TCHAR* Cmd 注:解析成功后Cmd变量会将"CDODump"参数去除
FParse::Value用来解析形如key=value或-key=value的参数 如:FParse::Value(Cmd, TEXT("CULTURE="), CultureName) // const TCHAR* Cmd
FParse::Token用来读取一个参数 如:FParse::Token(Cmd, 0) // const TCHAR* Cmd 注:执行后Cmd变量会去除一个参数
在控制台中可以执行Exec命令,这些命令在引擎框架的触发逻辑为:
APlayerController::ConsoleCommand ULocalPlayer::Exec UGameViewportClient::Exec UGameViewportClient(UObject::ProcessConsoleExec) UGameInstance::Exec UGameInstance(UObject::ProcessConsoleExec) +UGameEngine::Exec : UEngine::Exec | UWorld::Exec | AGameModeBase(UObject::ProcessConsoleExec) | UEngine::Exec | UPlatformInterfaceBase::StaticExec +UEditorEngine::Exec : UEngine::Exec | UEditorEngine::SafeExec | UWorld::Exec | UEngine::Exec | FBlueprintEditorUtils::KismetDiagnosticExec UPlayer::Exec UWorld::Exec UPlayerInput(UObject::ProcessConsoleExec) APlayerController(UObject::ProcessConsoleExec) APawn(UObject::ProcessConsoleExec) AHUD(UObject::ProcessConsoleExec) AGameModeBase(UObject::ProcessConsoleExec) UCheatManager(UObject::ProcessConsoleExec) AGameStateBase(UObject::ProcessConsoleExec) APlayerCameraManager(UObject::ProcessConsoleExec) // UWorld::Exec UWorld::Exec FPhysicsInterface::ExecPhysCommands // UEngine::Exec UEngine::Exec StaticExec FStaticSelfRegisteringExec::Exec FStaticSelfRegisteringExec FSocketSubsystemExecs(SocketSubsystemCommandHandler) FStaticSelfRegisteringExec CompatExecRegistration(CompatExec) FStaticSelfRegisteringExec RendererExecRegistration(RendererExec) FStaticSelfRegisteringExec NetDriverExecRegistration(NetDriverExec) FStaticSelfRegisteringExec FURLTests(URLSerializationTests) FStaticSelfRegisteringExec OnlineExecRegistration(OnlineExec) FStaticSelfRegisteringExec FuncTestExecRegistration(FuncTestExec) FSelfRegisteringExec::StaticExec FLogSuppressionImplementation::Exec FStatCmdCore::Exec DirectStatsCommand FScriptAuditExec::Exec FNavigationSystemExec::Exec FNavigationGeomExec::Exec FFiBDumpIndexCacheToFileExecHelper::Exec FCollisionExec::Exec FEmbeddedCommunicationExec::Exec FStatCmdEngine::Exec FCDODump::Exec FLogVisualizerExec::Exec FModuleManager::Exec FNetworkPlatformFile::Exec FAISystemExec::Exec FVulkanCommandsHelper::Exec FHttpModule::Exec FSslModule::Exec FXmppModule::Exec UAvoidanceManager::Exec FLinkerManager::Exec UEnvQueryManager::Exec FMessagingModule::Exec FAutomationExecCmd::Exec FMediaAssetsModule::Exec FNetworkReplayStreaming::Exec FTcpMessagingModule::Exec FUdpMessagingModule::Exec FHotReloadModule::Exec FSessionServicesModule::Exec FVoiceModule::Exec FSequenceRecorderModule::Exec UEnvQueryManager::Exec GDebugToolExec->Exec(FExec* GDebugToolExec) GMalloc->Exec(FMalloc* GMalloc) GSystemSettings.Exec(FSystemSettings GSystemSettings) FAudioDevice::Exec FPlatformMisc::Exec FLowLevelMemTracker::Get().Exec(FLowLevelMemTracker) IConsoleManager::Get().ProcessUserConsoleInput IStreamingManager::Get().Exec
FExec
从FExec类型派生并重写Exec函数
virtual bool Exec(UWorld* InWorld, const TCHAR* Cmd, FOutputDevice& Ar) override;
FSelfRegisteringExec
FSelfRegisteringExec是从FExec派生的。
从FSelfRegisteringExec派生的类型的对象,在构造函数中会将自身注册到FSelfRegisteredExecArray静态数组中
/** UnrealEngine\Engine\Source\Runtime\Core\Private\Misc\CoreMisc.cpp */ using FSelfRegisteredExecArray = TArray<FSelfRegisteringExec*, TInlineAllocator<8>>; FSelfRegisteredExecArray& GetExecRegistry() { static FSelfRegisteredExecArray Execs; return Execs; } /** Constructor, registering this instance. */ FSelfRegisteringExec::FSelfRegisteringExec() { GetExecRegistry().Add( this ); } /** Destructor, unregistering this instance. */ FSelfRegisteringExec::~FSelfRegisteringExec() { verify(GetExecRegistry().Remove( this ) == 1 ); }
在StaticExec全局函数会调用FSelfRegisteringExec::StaticExec静态函数,来遍历FSelfRegisteredExecArray静态数组,执行里面对象的Exec函数
bool FSelfRegisteringExec::StaticExec( UWorld* InWorld, const TCHAR* Cmd, FOutputDevice& Ar ) { for (FSelfRegisteringExec* Exe : GetExecRegistry()) { if (Exe->Exec( InWorld, Cmd,Ar )) { return true; } } return false; }
堆栈如下:
> UE4Editor-Engine-Win64-Debug.dll!FCDODump::Exec(UWorld * InWorld=0x0000026f8514a080, const wchar_t * Cmd=0x0000026f80190860, FOutputDevice & Ar={...}) Line 11348 C++ UE4Editor-Core-Win64-Debug.dll!FSelfRegisteringExec::StaticExec(UWorld * InWorld=0x0000026f8514a080, const wchar_t * Cmd=0x0000026f80190860, FOutputDevice & Ar={...}) Line 66 C++ UE4Editor-CoreUObject-Win64-Debug.dll!StaticExec(UWorld * InWorld=0x0000026f8514a080, const wchar_t * Cmd=0x0000026f80190860, FOutputDevice & Ar={...}) Line 4356 C++ UE4Editor-Engine-Win64-Debug.dll!UEngine::Exec(UWorld * InWorld=0x0000026f8514a080, const wchar_t * Cmd=0x0000026f80190860, FOutputDevice & Ar={...}) Line 3958 C++ UE4Editor-Engine-Win64-Debug.dll!UGameEngine::Exec(UWorld * InWorld=0x0000026f8514a080, const wchar_t * Cmd=0x0000026f80190860, FOutputDevice & Ar={...}) Line 1575 C++ UE4Editor-Engine-Win64-Debug.dll!UGameViewportClient::Exec(UWorld * InWorld=0x0000026f8514a080, const wchar_t * Cmd=0x0000026f80190860, FOutputDevice & Ar={...}) Line 2924 C++ UE4Editor-Engine-Win64-Debug.dll!ULocalPlayer::Exec(UWorld * InWorld=0x0000026f8514a080, const wchar_t * Cmd=0x0000026f80190860, FOutputDevice & Ar={...}) Line 1524 C++ UE4Editor-Engine-Win64-Debug.dll!UPlayer::ConsoleCommand(const FString & Cmd={...}, bool bWriteToLog=true) Line 51 C++ UE4Editor-Engine-Win64-Debug.dll!APlayerController::ConsoleCommand(const FString & Cmd={...}, bool bWriteToLog=true) Line 407 C++
FStaticSelfRegisteringExec
FStaticSelfRegisteringExec是从FSelfRegisteringExec派生的。
构造FStaticSelfRegisteringExec对象时,需要传入形如:bool (*StaticExecFunc)(UWorld* Inworld, const TCHAR* Cmd,FOutputDevice& Ar)的函数指针,执行Exec函数最后被调用该函数指针
/** UnrealEngine\Engine\Source\Runtime\Core\Private\Misc\CoreMisc.cpp */ FStaticSelfRegisteringExec::FStaticSelfRegisteringExec(bool (*InStaticExecFunc)(UWorld* Inworld, const TCHAR* Cmd,FOutputDevice& Ar)) : StaticExecFunc(InStaticExecFunc) {} bool FStaticSelfRegisteringExec::Exec( UWorld* InWorld, const TCHAR* Cmd, FOutputDevice& Ar ) { return (*StaticExecFunc)( InWorld, Cmd,Ar); }
带exec标志的UFUNCTION反射函数
首先,不是写一个UFUNCTION(exec)的函数就能通过输入函数名和参数来执行的,需要在引擎框架的触发逻辑中被显示调用到才行。
UObject::ProcessConsoleExec --》 UObject::CallFunctionByNameWithArguments来通过反射信息查找对应的函数来执行。
/** Handle calling a function by name when executed from the console or a command line */ bool CallFunctionByNameWithArguments( const TCHAR* Cmd, FOutputDevice& Ar, UObject* Executor, bool bForceCallWithNonExec = false );
bForceCallWithNonExec为true时,也能调用不带exec标志的UFUNCTION反射函数
CE RemoteEvent OnFinish // 调用所有ALevelScriptActor的RemoteEvent来执行名为OnFinish事件的逻辑
KE ThirdPersonCharacter_2 K2_SetActorLocation (X=-1430.003,Y=-190.000,Z=2280.399) false () true // KISMETEVENT命令与KE命令等价
bool K2_SetActorLocation(FVector NewLocation, bool bSweep, FHitResult& SweepHitResult, bool bTeleport);
在引擎框架的触发逻辑中只有以下类型的UFUNCTION(exec)的函数才会被执行:
UGameViewportClient void SSSwapControllers() /** Rotates controller ids among gameplayers, useful for testing splitscreen with only one controller. */ void ShowTitleSafeArea() /** Exec for toggling the display of the title safe area. @deprecated Use the cvar "r.DebugSafeZone.Mode=1" */ void SetConsoleTarget(int32 PlayerIndex) /** Sets the player which console commands will be executed in the context of. */ UGameInstance void DebugCreatePlayer(int32 ControllerId) /** Debug console command to create a player. */ void DebugRemovePlayer(int32 ControllerId) /** Debug console command to remove the player with a given controller ID. */ AGameModeBase AGameMode void Say(const FString& Msg) /** Exec command to broadcast a string to all players */ UPlayerInput void SetMouseSensitivity(const float Sensitivity) /** Sets both X and Y axis sensitivity to the supplied value. */ void SetBind(FName BindName, const FString& Command) /** Exec function to add a debug exec command */ void InvertAxisKey(const FKey AxisKey) /** Exec function to invert an axis key */ void InvertAxis(const FName AxisName) /** Exec function to invert an axis mapping */ void ClearSmoothing() /** Exec function to reset mouse smoothing values */ APlayerController void EnableCheats() /** Enables cheats within the game */ void FOV(float NewFOV) /** Set the field of view to NewFOV */ void RestartLevel() /** Restarts the current level */ void LocalTravel(const FString& URL) /** Causes the client to travel to the given URL */ void ServerExec(const FString& Msg) /** Executes command on server (non shipping builds only) */ void Pause() /** Command to try to pause the game. */ void SetName(const FString& S) /** Tries to set the player's name to the given name. */ void SwitchLevel(const FString& URL) /** SwitchLevel to the given MapURL. */ void StartFire(uint8 FireModeNum = 0) /** Fire the player's currently selected weapon with the optional firemode. */ void ToggleSpeaking(bool bInSpeaking) /** Toggle voice chat on and off */ void ConsoleKey(FKey Key) /** Console control commands, useful when remote debugging so you can't touch the console the normal way */ void SendToConsole(const FString& Command) /** Sends a command to the console to execute if not shipping version */ void Camera(FName NewMode) /** Change Camera mode */ void TestServerLevelVisibilityChange(const FName PackageName, const FName FileName) /** It will trigger a ServerUpdateLevelVisibilityCall with the provided package name. */ ADebugCameraController void ShowDebugSelectedInfo() /** Sets whether to show information about the selected actor on the debug camera HUD.t */ APawn AHUD void ShowHUD() /** hides or shows HUD */ void ShowDebug(FName DebugType = NAME_None) /** Toggles displaying properties of player's current ViewTarget */ void ShowDebugToggleSubCategory(FName Category) /** Toggles sub categories of show debug to customize display */ void ShowDebugForReticleTargetToggle(TSubclassOf<AActor> DesiredClass) /** Toggles 'ShowDebug' from showing debug info between reticle target actor (of subclass <DesiredClass>) and camera view target */ void NextDebugTarget() /** Cycle to next target in our considered targets list for 'showdebug' */ void PreviousDebugTarget() /** Cycle to previous target in our considered targets list for 'showdebug' */ UCheatManager void FreezeFrame(float Delay) /** Pause the game for Delay seconds. */ void Teleport() /* Teleport to surface player is looking at. */ void ChangeSize(float F) /* Scale the player's size to be F * default size. */ void Fly() /** Pawn can fly. */ void Walk() /** Return to walking movement mode from Fly or Ghost cheat. */ void Ghost() /** Pawn no longer collides with the world, and can fly */ void God() /** Invulnerability cheat. */ void Slomo(float NewTimeDilation) /** Modify time dilation to change apparent speed of passage of time. e.g. "Slomo 0.1" makes everything move very slowly, while "Slomo 10" makes everything move very fast. */ void DamageTarget(float DamageAmount) /** Damage the actor you're looking at (sourced from the player). */ void DestroyTarget() /** Destroy the actor you're looking at. */ void DestroyAll(TSubclassOf<class AActor> aClass) /** Destroy all actors of class aClass */ void DestroyAllPawnsExceptTarget() /** Destroy all pawns except for the (pawn) target. If no (pawn) target is found we don't destroy anything. */ void DestroyPawns(TSubclassOf<class APawn> aClass) /** Destroys (by calling destroy directly) all non-player pawns of class aClass in the level */ void Summon(const FString& ClassName) /** Load Classname and spawn an actor of that class */ void PlayersOnly() /** Freeze everything in the level except for players. */ void ViewSelf() /** Make controlled pawn the viewtarget again. */ void ViewPlayer(const FString& S) /** View from the point of view of player with PlayerName S. */ void ViewActor(FName ActorName) /** View from the point of view of AActor with Name ActorName. */ void ViewClass(TSubclassOf<class AActor> DesiredClass) /** View from the point of view of an AActor of class DesiredClass. Each subsequent ViewClass cycles through the list of actors of that class. */ void StreamLevelIn(FName PackageName) /** Stream in the given level. */ void OnlyLoadLevel(FName PackageName) /** Load the given level. */ void StreamLevelOut(FName PackageName) /** Stream out the given level. */ void ToggleDebugCamera() /** Toggle between debug camera/player camera without locking gameplay and with locking local player controller input. */ void ToggleAILogging() /** toggles AI logging */ void DebugCapsuleSweep() /** Toggle capsule trace debugging. Will trace a capsule from current view point and show where it hits the world */ void DebugCapsuleSweepSize(float HalfHeight, float Radius) /** Change Trace capsule size **/ void DebugCapsuleSweepChannel(enum ECollisionChannel Channel) /** Change Trace Channel **/ void DebugCapsuleSweepComplex(bool bTraceComplex) /** Change Trace Complex setting **/ void DebugCapsuleSweepCapture() /** Capture current trace and add to persistent list **/ void DebugCapsuleSweepPawn() /** Capture current local PC's pawn's location and add to persistent list **/ void DebugCapsuleSweepClear() /** Clear persistent list for trace capture **/ void TestCollisionDistance() /** Test all volumes in the world to the player controller's view location**/ void DumpOnlineSessionState() /** Dump online session information */ void DumpPartyState() /** Dump known party information */ void DumpChatState() /** Dump known chat information */ void DumpVoiceMutingState() /** Dump current state of voice chat */ void BugItGo(float X, float Y, float Z, float Pitch, float Yaw, float Roll); /** This will move the player and set their rotation to the passed in values. */ void BugIt(const FString& ScreenShotDescription = TEXT("")) /** This function is used to print out the BugIt location. */ void BugItStringCreator(FVector ViewLocation, FRotator ViewRotation, FString& GoString, FString& LocString) /** This will create a BugItGo string for us. Nice for calling form c++ where you just want the string and no Screenshots **/ void FlushLog() /** This will force a flush of the output log to file*/ void LogLoc() /** Logs the current location in bugit format without taking screenshot and further routing. */ void SetWorldOrigin() /** Translate world origin to this player position */ void SetMouseSensitivityToDefault() /** Exec function to return the mouse sensitivity to its default value */ void InvertMouse() /** Backwards compatibility exec function for people used to it instead of using InvertAxisKey */ void CheatScript(FString ScriptName) /** Executes commands listed in CheatScript.ScriptName ini section of DefaultGame.ini */ void SpawnServerStatReplicator() void DestroyServerStatReplicator() void ToggleServerStatReplicatorClientOverwrite() void ToggleServerStatReplicatorUpdateStatNet() void UpdateSafeArea() AGameStateBase APlayerCameraManager
UAISystem
void AIIgnorePlayers()
void AILoggingVerbose()
调用堆栈如下:
UE4Editor-Engine-Win64-Debug.dll!AHUD::ShowHUD() Line 346 C++ UE4Editor-Engine-Win64-Debug.dll!AHUD::execShowHUD(UObject * Context=0x00000248235bd800, FFrame & Stack={...}, void * const Z_Param__Result=0x0000000000000000) Line 308 C++ UE4Editor-CoreUObject-Win64-Debug.dll!UFunction::Invoke(UObject * Obj=0x00000248235bd800, FFrame & Stack={...}, void * const Z_Param__Result=0x0000000000000000) Line 5588 C++ UE4Editor-CoreUObject-Win64-Debug.dll!UObject::ProcessEvent(UFunction * Function=0x0000024850b27a00, void * Parms=0x0000000000000000) Line 1992 C++ UE4Editor-Engine-Win64-Debug.dll!AActor::ProcessEvent(UFunction * Function=0x0000024850b27a00, void * Parameters=0x0000000000000000) Line 864 C++ UE4Editor-CoreUObject-Win64-Debug.dll!UObject::CallFunctionByNameWithArguments(const wchar_t * Str=0x000002481f170cee, FOutputDevice & Ar={...}, UObject * Executor=0x0000024823743580, bool bForceCallWithNonExec=false) Line 1289 C++ UE4Editor-CoreUObject-Win64-Debug.dll!UObject::ProcessConsoleExec(const wchar_t * Cmd=0x000002481f170ce0, FOutputDevice & Ar={...}, UObject * Executor=0x0000024823743580) Line 1248 C++ > UE4Editor-Engine-Win64-Debug.dll!UPlayer::Exec(UWorld * InWorld=0x0000024817468b80, const wchar_t * Cmd=0x000002481f170ce0, FOutputDevice & Ar={...}) Line 126 C++ UE4Editor-Engine-Win64-Debug.dll!ULocalPlayer::Exec(UWorld * InWorld=0x0000024817468b80, const wchar_t * Cmd=0x000002481f170ce0, FOutputDevice & Ar={...}) Line 1528 C++ UE4Editor-Engine-Win64-Debug.dll!UPlayer::ConsoleCommand(const FString & Cmd={...}, bool bWriteToLog=true) Line 51 C++ UE4Editor-Engine-Win64-Debug.dll!APlayerController::ConsoleCommand(const FString & Cmd={...}, bool bWriteToLog=true) Line 407 C++
自定义编写的类型,UFUNCTION(exec)的函数想要被执行,需要添加到引擎框架的触发逻辑中
bool UMyObjectManager::Exec(class UWorld* InWorld, const TCHAR* Cmd, FOutputDevice& Out) { bool Ret = Super::Exec(InWorld, Cmd, Out); if (Ret) { return Ret; } Ret = CallFunctionByNameWithArguments(Cmd, Out, nullptr); if (Ret) { return Ret; } for (MyObject* Object : MyObjects) // TArray<MyObjects*> MyObjects { if (Object != nullptr) { Ret |= Object->Exec(InWorld, Cmd, Out); } } return Ret; }
命令示例
exec cmd.txt // 执行游戏Binaries目录下cmd.txt中的命令序列
TOGGLEDRAWEVENTS // 开关Draw Events
TOGGLESTREAMINGVOLUMES ON // 打开Streaming Volumes
TOGGLESTREAMINGVOLUMES OFF // 关闭Streaming Volumes
CANCELMATINEE // 取消matinee动画
CANCELMATINEE 5 // 5秒后取消matinee动画
LISTMOVEBODY // 开启调用FBodyInstance::SetBodyTransform时,打印出Body的DebugName 注:需要将LogPhysics级别设置为Log
LISTAWAKEBODIES // 列出awake状态的RigidBody 注:需要将LogPhysics级别设置为Log
LISTSIMBODIES // 列出处于模拟的RigidBody 注:需要将LogPhysics级别设置为Log
MOVECOMPTIMES // 统计MoveComponet时间 注1:需开启PERF_MOVECOMPONENT_STATS宏 注2:需要将LogPrimitiveComponent级别设置为Log
LISTSKELMESHES // 列出所有的SkelMesh 注:需要将LogPlayerManagement级别设置为Log
LISTPAWNCOMPONENTS // 列出场景中所有Pawn的Component 注:需要将LogPlayerManagement级别设置为Log
FORCEFULLSCREEN // 进入|退出 全屏
TOGGLE_FULLSCREEN // 同上
FULLSCREEN // 同上
setres 1024x768 f // 设置当前分辨率为宽:1024 高:768,并将设置成真全屏模式。注:设置会被序列化ini配置文件中
setres 1920x1080 w // 设置当前分辨率为宽:1920 高:1080,并将设置成窗口模式。注:设置会被序列化ini配置文件中
setres 2560x1440 wf // 设置当前分辨率为宽:2560 高:1440,并将设置成窗口全屏模式。注:设置会被序列化ini配置文件中
setres 800x600 // 设置当前分辨率为宽:800 高:600(不改变窗口全屏模式)注:设置会被序列化ini配置文件中
HighResShot 800x600 // 从当前游戏截取一张800x600的png图片,保存到Saved\Screenshots\Windows\HighresScreenshot00000.png
HighResShot 1.0 // 从当前游戏截取一张当前分辨率的png图片,保存到Saved\Screenshots\Windows\HighresScreenshot00001.png
HighResShot 3.0 // 从当前游戏截取一张当前分辨率3倍宽高的png图片,保存到Saved\Screenshots\Windows\HighresScreenshot00002.png
HighResShot 800x600 0 0 800 600 1 1 1 // 输出各个RT到Saved\Screenshots\Windows目录中 注:exr文件可用RenderDoc打开
SHOW Collision // 显示|隐藏 碰撞
SHOW Volumes // 显示|隐藏 Volume
ViewMode显示模式
这个命令在手机上不能直接使用,需要做如下修改:
① 在ShaderCore.cpp中去掉r.ForceDebugViewModes只读 注:如果不去掉只读,执行命令会报错 Error: r.ForceDebugViewModes is read only!
static TAutoConsoleVariable<int32> CVarForceDebugViewModes( TEXT("r.ForceDebugViewModes"), 0, TEXT("0: Setting has no effect.\n") TEXT("1: Forces debug view modes to be available, even on cooked builds.") TEXT("2: Forces debug view modes to be unavailable, even on editor builds. Removes many shader permutations for faster shader iteration."), ECVF_RenderThreadSafe #if UE_BUILD_SHIPPING // 非shipping版去掉r.ForceDebugViewModes只读 | ECVF_ReadOnly #endif );
② 执行命令r.ForceDebugViewModes 1来开启viewmode显示模式
③ 手机上不支持StationaryLightOverlap、Unlit、Lit_DetailLighting、ReflectionOverride、PathTracing、RayTracingDebug显示模式
④ shipping包和test包不支持显示模式修改
viewmode BrushWireframe
viewmode Wireframe // standalone运行时按F1可切换到这个显示模式
viewmode Unlit // standalone运行时按F2可切换到这个显示模式
viewmode Lit // standalone运行时按F3可切换到这个显示模式
viewmode Lit_DetailLighting // standalone运行时按F4可切换到这个显示模式
viewmode LightingOnly
viewmode LightComplexity
viewmode ShaderComplexity // standalone运行时按F5可切换到这个显示模式
viewmode QuadOverdraw
viewmode ShaderComplexityWithQuadOverdraw
viewmode PrimitiveDistanceAccuracy
viewmode MeshUVDensityAccuracy
viewmode MaterialTexturecaleAccuracy
viewmode RequiredTextureResolution
viewmode StationaryLightOverlap
viewmode LightmapDensity
viewmode LitLightmapDensity
viewmode ReflectionOverride
viewmode VisualizeBuffer
viewmode RayTracingDebug
viewmode PathTracing
viewmode CollisionPawn
viewmode CollisionVis
viewmode LODColoration // LOD着色
viewmode HLODColoration // HLOD着色
PREVVIEWMODE // 前一个Viewmode
NEXTVIEWMODE // 后一个Viewmode
Viewmode更多请参考:视图模式
BugIt // 截图,并将地图、当前位置朝向等重要信息写到txt文件中 注:UnrealEngine\Engine\Source\Runtime\Engine\Private\CheatManager.cpp void UCheatManager::BugIt( const FString& ScreenShotDescription )
KILLPARTICLES // 销毁所有特效
FORCESKELLOD LOD=1 // 将骨骼模型的lod强行设为lod1
DISPLAY ThirdPersonCharacter_2 Role // 将ThirdPersonCharacter_2 Role添加到UGameViewportClient.DebugProperties数组中并显示在HUD上
DISPLAYALL Character // 将类型为ACharacter的对象添加到UGameViewportClient.DebugProperties数组中并显示在HUD上
DISPLAYALLLOCATION Character // 将类型为ACharacter的对象的Location添加到UGameViewportClient.DebugProperties数组中并显示在HUD上
DISPLAYALLROTATION Character // 将类型为ACharacter的对象的Rotation添加到UGameViewportClient.DebugProperties数组中并显示在HUD上
DISPLAYCLEAR // 清空UGameViewportClient.DebugProperties数组
GETALLLOCATION Character // 将类型为Character的对象的Location输出到日志中
GETALLLOCATION Character SHOWPENDINGKILLS // 将类型为Character的对象(包含pendingkill状态的)的Location输出到日志中
0) ThirdPersonCharacter_C /Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel.ThirdPersonCharacter_2 (-1359.854858, -292.596893, 228.399323)
GETALLROTATION Character // 将类型为Character的对象的Rotation输出到日志中
GETALLROTATION Character SHOWPENDINGKILLS // 将类型为Character的对象(包含pendingkill状态的)的Rotation输出到日志中
0) ThirdPersonCharacter_C /Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel.ThirdPersonCharacter_2 (-8.936657, 0.000000, 0.000000)
TOGGLEMIPFADE // 打开|关闭 mip fade
PAUSERENDERCLOCK // 暂停|开启 render clock
OPEN TestMap1 // 打开TestMap1地图
OPEN "?SpectatorOnly=1" // 以观战的方式进入地图
OPEN "TestMap1?MaxSpectators=2?SpectatorOnly=1" // 设置最大观战玩家数为2,并以观战的方式打开并进入TestMap1地图
DISCONNECT // 断开与ds的连接
RECONNECT // 重新与ds进行连接
TRAVEL "?restart?SpectatorOnly=1" // 重新并以观战的方式进入地图
TRACETAG MoveComponent // 绘制Tag名为MoveComponent来进行Trace
TRACETAG None // 取消Trace
TRACETAGALL // 对所有Tag绘制并进行Trace
LOGACTORCOUNTS // 打印当前World的Actor个数
Num Actors: 39
DEMOREC // 开始录制一个名为demo的回放
DEMOREC demotest1 // 开始录制一个名为demotest1的回放
DEMOREC demotest2?GameSpeed=2 // 以2倍游戏速度开始录制一个名为demotest2的回放
DEMOPAUSE // 暂停录制
DEMOSTOP // 结束录制
DEMOPLAY demotest1 // 播放名为demotest1的回放
DEMOPLAY demotest2?GameSpeed=2 // 以2倍游戏速度播放名为demotest1的回放
DEMOSPEED 3.0 // 以3倍速度播放回放
DEMOSCRUB 2.5 // 跳过前2.5秒
PHYSXALLOC // 打印physX的内存分配信息,需开启宏PHYSX_MEMORY_STATS
178253 NonTrackedAlloc G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\GeomUtils\src\mesh\GuRTree.cpp:122 131664 class nvidia::apex::ApexSDKImpl G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\framework\src\ApexCreateSDK.cpp:87 116772 PxVec3 G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\GeomUtils\src\mesh\GuMeshData.h:192 111792 mTriangles G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\GeomUtils\src\mesh\GuMeshData.h:206 108480 NonTrackedAlloc G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsHashInternals.h:372 106912 class nvidia::apex::ApexResourceProvider::NameSpace G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\framework\src\ApexResourceProvider.cpp:95 74528 unsigned int G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\GeomUtils\src\mesh\GuMeshData.h:234 65536 mContactManagerPool G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\Common\src\CmPool.h:64 37264 unsigned short G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\GeomUtils\src\mesh\GuMeshData.h:217 32816 BufferedSocketImpl G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\src\windows\PsWindowsSocket.cpp:367 32768 (null) G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\Common\src\CmPriorityQueue.h:219 32768 PxU8 G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\Common\src\CmFlushPool.h:57 31146 (null) G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605 24576 (null) G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsPool.h:180 18632 unsigned char G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\GeomUtils\src\mesh\GuMeshData.h:242 17928 ConvexHullData data G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\GeomUtils\src\convex\GuConvexMesh.cpp:194 17408 struct physx::PxsCCDBlockArray<struct physx::PxsCCDPair,128>::Block G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevel\software\include\PxsCCD.h:208 16384 IslandSim::mNodes G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605 15234 NonTrackedAlloc G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\NvParameterized\include\NvDefaultTraits.h:454 14336 struct physx::PxsCCDBlockArray<struct physx::PxsCCDShape,128>::Block G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevel\software\include\PxsCCD.h:208 13312 BodySim G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\Common\src\CmPreallocatingPool.h:60 11184 class physx::NpScene G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\PhysX\src\NpPhysics.cpp:323 8768 class physx::Pt::BodyTransformVault G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelParticles\src\PtContextCpu.cpp:143 8576 class physx::NpFactory G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\PhysX\src\NpFactory.cpp:122 8352 class nvidia::apex::ApexResourceProvider G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\framework\src\ApexSDKImpl.cpp:210 8192 mFirstPartitionEdges G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605 8192 mParticleSystemPool G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\Common\src\CmPool.h:64 8192 struct physx::PxsCCDBlockArray<struct physx::PxsCCDBody,128>::Block G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevel\software\include\PxsCCD.h:208 8192 mParticleShapePool G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\Common\src\CmPool.h:64 8192 ContactReportBuffer G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScContactReportBuffer.h:167 7776 class physx::Gu::RTreeTriangleMesh G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\GeomUtils\src\GuMeshFactory.cpp:139 6656 class physx::Sq::AABBTree G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SceneQuery\src\SqExtendedBucketPruner.cpp:71 6144 BigConvex Samples Data G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\GeomUtils\src\convex\GuBigConvexData.cpp:161 5632 StaticSim G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\Common\src\CmPreallocatingPool.h:60 5520 class physx::Sc::NPhaseCore G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:862 5120 ShapeSim G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\Common\src\CmPreallocatingPool.h:60 5040 class physx::Gu::ConvexMesh G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\GeomUtils\src\GuMeshFactory.cpp:561 4119 NonTrackedAlloc G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevel\API\include\PxsMaterialManager.h:51 4096 MaterialPool G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsPool.h:180 3984 class physx::shdfnd::MutexImpl G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsMutex.h:113 3120 PxBounds3 G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SceneQuery\src\SqPruningPool.cpp:61 2664 class physx::PxsContext G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:700 2052 G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevel\software\include\PxsDefaultMemoryManager.h:67 2048 IslandSim::mActiveNodeIndex G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605 2048 ScScene::SimStateData G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsPool.h:180 2048 PrunerPayload* G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SceneQuery\src\SqPruningPool.cpp:62 2048 struct physx::PxsCCDBlockArray<struct physx::PxsCCDOverlap,128>::Block G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevel\software\include\PxsCCD.h:208 2048 IslandSim::mIslandIds G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605 2048 interactionMarkerPool G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsPool.h:180 2048 IslandSim::,FastRoute G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605 2048 IslandSim::mHopCounts G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605 1720 class physx::NpPtrTableStorageManager G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\PhysX\src\NpFactory.cpp:59 1584 Bounds G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SceneQuery\src\SqExtendedBucketPruner.cpp:60 1568 SimpleIslandManager G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:772 1088 class physx::Sq::AABBPruner G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SceneQuery\src\SqSceneQueryManager.cpp:80 1032 class nvidia::apex::ApexScene G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\framework\src\ApexSDKImpl.cpp:332 1024 BroadPhasePair G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSapAux.cpp:105 1024 AABB trees G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SceneQuery\src\SqExtendedBucketPruner.cpp:61 1024 NpMaterialManager::initialise G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\PhysX\src\NpMaterialManager.h:46 896 BigConvexData data G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\GeomUtils\src\convex\GuBigConvexData.cpp:99 784 DynamicsContext G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelDynamics\src\DyDynamics.cpp:132 704 class physx::Bp::SimpleAABBManager G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:786 680 class physx::Bp::BroadPhaseSap G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhase.cpp:53 680 class physx::Sc::ConstraintProjectionManager G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:656 680 class physx::Pt::Batcher G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelParticles\src\PtContextCpu.cpp:142 595 ApexResourceProvider::NameSpace::getOrCreateID G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\framework\src\ApexResourceProvider.cpp:385 576 class nvidia::clothing::ModuleClothingImpl G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\module\clothing\src\ModuleClothingImpl.cpp:104 568 class physx::shdfnd::Pool<class physx::Sc::ConstraintInteraction,class physx::shdfnd::NamedAllocator> G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:650 568 class physx::shdfnd::Pool<struct physx::Sc::SimStateData,class physx::shdfnd::NamedAllocator> G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:653 568 class physx::Sc::LLArticulationPool G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:651 568 class physx::shdfnd::Pool<class physx::Sc::ConstraintSim,class physx::shdfnd::NamedAllocator> G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:649 520 class physx::Sq::AABBTreeRuntimeNode G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SceneQuery\src\SqAABBTree.cpp:229 512 SimpleAABBManager::mVolumeData G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605 512 sceneActiveBodies G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605 512 Pruner Index Mapping G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SceneQuery\src\SqPruningPool.cpp:64 512 Pruner Index Mapping G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SceneQuery\src\SqPruningPool.cpp:63 512 PxcNpMemBlockPool::mConstraints G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605 512 PxcScratchAllocator G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605 472 Foundation G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\src\PsFoundation.cpp:136 472 PxsCCDContext G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevel\software\src\PxsCCD.cpp:219 432 StatsInfo G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\framework\src\ApexScene.cpp:244 400 class nvidia::clothing::ClothingScene G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\module\clothing\src\ModuleClothingImpl.cpp:619 352 struct physx::Vd::PvdMetaDataBindingData G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\PhysX\src\PvdMetaDataPvdBinding.cpp:96 304 ReadWriteLockImpl G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\src\windows\PsWindowsMutex.cpp:122 280 class physx::NpPhysics G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\PhysX\src\NpPhysics.cpp:265 272 BroadPhaseActivityPocket G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSap.cpp:605 268 NonTrackedAlloc G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\Common\src\CmBitMap.h:439 256 class nvidia::apex::ApexAuthorableObject<class nvidia::clothing::ModuleClothingImpl,class nvidia::clothing::ClothingAssetImpl,class nvidia::clothing::ClothingAssetAuthoringImpl> G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\module\clothing\src\ModuleClothingImpl.cpp:498 256 class nvidia::apex::RenderMeshAuthorableObject G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\framework\src\ApexSDKImpl.cpp:252 256 SapBox1D G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSap.cpp:525 256 BpHandle G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSapAux.cpp:103 256 BpHandle G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSapAux.cpp:104 256 SapBox1D G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSap.cpp:526 256 SapBox1D G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSap.cpp:527 244 ApexResourceProvider::NameSpace G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\framework\src\ApexResourceProvider.cpp:341 232 G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelCloth\src\Allocator.cpp:38 224 class nvidia::apex::legacy::ModuleLegacy G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\module\legacy\src\ModuleLegacy.cpp:154 208 class physx::Sq::AABBTree G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SceneQuery\src\SqExtendedBucketPruner.cpp:65 192 class nvidia::apex::legacy::ModuleCommonLegacy G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\module\common_legacy\src\autogen\ModuleCommonLegacy.cpp:49 192 class physx::Pt::ContextCpu G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelParticles\src\PtContextCpu.cpp:108 192 PxTaskTable G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605 192 class nvidia::apex::legacy::ModuleClothingLegacy G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\module\clothing_legacy\src\autogen\ModuleClothingLegacy.cpp:49 192 class nvidia::apex::legacy::ModuleFrameworkLegacy G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\module\framework_legacy\src\autogen\ModuleFrameworkLegacy.cpp:49 192 G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsMutex.h:113 192 class nvidia::apex::legacy::ModuleDestructibleLegacy G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\module\destructible_legacy\src\autogen\ModuleDestructibleLegacy.cpp:49 188 class physx::Sc::SimStats G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:637 168 PxsNphaseImplementationContext G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevel\software\src\PxsNphaseImplementationContext.cpp:610 168 <TypeName Unknown> G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\NvCloth\extensions\src\ClothMeshQuadifier.cpp:442 168 PvdImpl G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\pvd\src\PxPvdImpl.cpp:306 152 class physx::PxTaskMgr G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\task\src\TaskManager.cpp:193 144 BPValType G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSap.cpp:561 144 BpHandle G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSap.cpp:563 144 BpHandle G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSap.cpp:565 144 BPValType G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSap.cpp:560 144 NextList G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSap.cpp:570 144 BPValType G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSap.cpp:562 144 SortedUpdateElements G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSap.cpp:604 144 BpHandle G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSap.cpp:564 144 Prev G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSap.cpp:571 128 PxTaskDepTable G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605 128 class nvidia::clothing::ClothingSceneSimulateTask G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\module\clothing\src\ClothingScene.cpp:98 128 PxcNpMemBlockPool::mExceptionalConstraints G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605 128 sceneRigidActors G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605 120 class physx::Cm::Collection G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\Common\src\CmCollection.cpp:216 104 struct nvidia::apex::ApexScene::ViewMatrixLookAt G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\framework\src\ApexScene.cpp:332 104 class physx::Sc::SqBoundsManager G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:658 104 class physx::Sq::AABBTree G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SceneQuery\src\SqAABBPruner.cpp:691 104 class physx::Sq::AABBTree G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SceneQuery\src\SqAABBPruner.cpp:750 96 class physx::BigConvexData G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\GeomUtils\src\convex\GuConvexMesh.cpp:346 92 AABB tree indices G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SceneQuery\src\SqAABBTree.cpp:200 88 class nvidia::apex::PhysXSimulateTask G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\framework\src\ApexScene.cpp:1690 88 class physx::Sc::Client G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:655 80 class nvidia::apex::ResourceList G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\framework\src\ApexSDKImpl.cpp:251 80 class physx::Cooking G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\PhysXCooking\src\Cooking.cpp:519 80 class ApexPvdClientImpl G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\common\src\ApexPvdClient.cpp:406 72 class physx::profile::ZoneManagerImpl G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\pvd\src\PxProfileEventImpl.cpp:156 72 MyPoolManagerPools G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605 72 class physx::pvdsdk::PvdDefaultSocketTransport G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\pvd\src\PxPvdDefaultSocketTransport.cpp:133 72 class nvidia::apex::PhysXBetweenStepsTask G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\framework\src\ApexScene.cpp:1691 64 IslandSim::mVisitedNodes G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605 64 PvdProfileZoneClient G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\pvd\src\PxPvdImpl.cpp:100 64 BroadPhaseContextSap ActivePairStates G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSapAux.cpp:106 56 class physx::Sc::ObjectIDTracker G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:639 56 class physx::Vd::PvdPhysicsClient G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\PhysX\src\NpPhysics.cpp:113 56 class physx::Sc::ObjectIDTracker G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:641 56 class physx::Sc::ObjectIDTracker G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:638 56 class physx::Sc::ObjectIDTracker G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:640 56 class nvidia::apex::FetchResultsTask G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\framework\src\ApexScene.cpp:1695 48 class physx::Sc::StaticCore G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:858 48 class nvidia::apex::CheckResultsTask G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\framework\src\ApexScene.cpp:1689 48 class physx::Cm::PreallocatingPool<class physx::Sc::ShapeSim> G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:648 48 class physx::Cm::PreallocatingPool<class physx::Sc::StaticSim> G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:646 48 class physx::Cm::PreallocatingPool<class physx::Sc::BodySim> G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:647 48 class nvidia::apex::DuringTickCompleteTask G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\framework\src\ApexScene.cpp:1693 48 class nvidia::clothing::WaitForSolverTask G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\module\clothing\src\ClothingScene.cpp:96 40 class physx::shdfnd::SyncImpl G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsSync.h:95 32 PxsTransformCache G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevel\software\src\PxsContext.cpp:186 32 class physx::Bp::BoundsArray G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:764 32 struct physx::shdfnd::SListImpl G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsSList.h:103 32 Updated Boxes G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSap.cpp:552 24 ThresholdStream G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelDynamics\include\DyContext.h:239 24 ExceededForceThresholdStream[1] G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelDynamics\src\DyDynamics.cpp:189 24 ThresholdStream G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelDynamics\include\DyContext.h:237 24 ContactDistance G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:766 24 <TypeName Unknown> G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\NvCloth\src\Factory.cpp:54 24 class physx::Sc::FilterPairManager G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScNPhaseCore.cpp:158 24 ExceededForceThresholdStream[0] G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelDynamics\src\DyDynamics.cpp:188 24 PxsDefaultMemoryManager G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevel\software\src\PxsDefaultMemoryManager.cpp:71 24 class nvidia::apex::ApexSDKCachedDataImpl G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\framework\src\ApexSDKImpl.cpp:267 24 MaterialIndicesStruct::allocate G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\GeomUtils\src\GuGeometryUnion.h:103 16 FlushPoolChunk G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605 16 class nvidia::apex::RenderResourceManagerWrapper G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\framework\src\ApexSDKImpl.cpp:185 16 SolverCoreGeneral G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelDynamics\src\DySolverControlPF.cpp:200 16 ScSimulationController G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScSimulationController.cpp:37 16 ScSimulationControllerCallback G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:783 16 FactoryListeners G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605 16 ScScene::TriggerBufferExtraData G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:643 8 NonTrackedAlloc G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\Common\src\CmBitMap.h:462 8 IslandSim::mActiveKinematicNodes G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605 8 PxsDefaultMemoryAllocator G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevel\software\src\PxsDefaultMemoryManager.cpp:47 8 IslandSim::mActivatingNodes G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605 8 SolverCoreGeneral G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelDynamics\src\DySolverControl.cpp:177 8 physicsSceneArray G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605 8 SceneDesc filterShaderData G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:894 8 sceneClients G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605 4 StartDispatch G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605 4 SQmDirtyList G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605 4 G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\Common\src\CmBitMap.h G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevel\software\include\PxsDefaultMemoryManager.h:67 1 clientBehaviorFlags G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605 0 NextList G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSap.cpp:106 0 BpHandle G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSap.cpp:96 0 BpHandle G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSap.cpp:95 0 BpHandle G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSap.cpp:94 0 ValType G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSap.cpp:93 0 ValType G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSap.cpp:92 0 AABB parent indices G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SceneQuery\src\SqAABBTree.cpp:479 0 ValType G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSap.cpp:91 0 BroadPhaseActivityPocket G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSap.cpp:89 0 SortedUpdateElements G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSap.cpp:88 0 BitArray::mBits G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SceneQuery\src\SqAABBTree.cpp:339 0 PrevList G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSap.cpp:107 0 RadixSortBuffered:mRanks2 G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\Common\src\CmRadixSortBuffered.cpp:70 0 char G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\Common\src\CmTmpMem.h:56 0 cache G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SceneQuery\src\SqAABBTree.cpp:209 0 class physx::Sq::AABBTreeBuildNode G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SceneQuery\src\SqAABBTreeBuild.cpp:67 0 RadixSortBuffered:mRanks G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\Common\src\CmRadixSortBuffered.cpp:69 0 objectIDTrackerIDs G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605 0 class physx::Gu::RTreeTriangleData G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\GeomUtils\src\GuMeshFactory.cpp:194 0 PxBound3 G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SceneQuery\src\SqAABBPruner.cpp:695 0 PxActor* G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:4648 0 class physx::Sq::FIFOStack G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SceneQuery\src\SqAABBTree.cpp:295 0 SQFIFOStack G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605 Total:1389016 Num Actors: 39
注:碰撞体数量多了,除了顶点数据,还有NpShape对象在内存池中内存占用,一个Shape对象272字节,272乘4000就是1mb。以下就是创建NpShape时的内存分配:
35217408 class physx::NpShape C:\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsPool.h:180
PHYSXSHARED // 打印physX共享内存使用信息
Shared Resources: 575184 Overall (57) // Overall = PxBVH33TriangleMesh + PxConvexMsh 543872 PxBVH33TriangleMesh (27) // TriangleMesh一般为复杂碰撞 31312 PxConvexMesh (30) // ConvexMesh一般为简单碰撞 Detailed: 136848 BodySetup /Engine/EditorMeshes/MatineeCam_SM.MatineeCam_SM:RB_BodySetup_6 (1) 117600 BodySetup /Engine/EditorMeshes/EditorSphere.EditorSphere:RB_BodySetup_2 (1) 49728 BodySetup /Engine/EditorMeshes/PlanarReflectionPlane.PlanarReflectionPlane:BodySetup_0 (1) 49712 BodySetup /Engine/EditorMeshes/Camera/SM_RailRig_Mount.SM_RailRig_Mount:BodySetup_0 (1) 38352 BodySetup /Engine/EditorMeshes/Camera/SM_RailRig_Track.SM_RailRig_Track:BodySetup_0 (1) 31920 BodySetup /Engine/EditorMeshes/Camera/SM_CraneRig_Base.SM_CraneRig_Base:BodySetup_0 (1) 28000 BodySetup /Engine/EditorMeshes/Camera/SM_CraneRig_Body.SM_CraneRig_Body:BodySetup_0 (1) 16288 BodySetup /Engine/EngineMeshes/Sphere.Sphere:RB_BodySetup_0 (1) 15648 BodySetup /Engine/BasicShapes/Cylinder.Cylinder:BodySetup_0 (1) 12864 BodySetup /Engine/EditorMeshes/EditorCylinder.EditorCylinder:RB_BodySetup_0 (1) 9776 BodySetup /Engine/VREditor/TransformGizmo/SM_Sequencer_Key.SM_Sequencer_Key:BodySetup_0 (1) 6896 BodySetup /Game/Geometry/Meshes/1M_Cube_Chamfer.1M_Cube_Chamfer:BodySetup_6 (1) 6544 BodySetup /Engine/EngineMeshes/Cylinder.Cylinder:BodySetup_127 (1) 6336 BodySetup /Engine/EditorMeshes/Camera/SM_CraneRig_Mount.SM_CraneRig_Mount:BodySetup_0 (1) 4176 BodySetup /Game/ThirdPerson/Meshes/Linear_Stair_StaticMesh.Linear_Stair_StaticMesh:BodySetup_99 (1) 3536 BodySetup /Game/Geometry/Meshes/TemplateFloor.TemplateFloor:RB_BodySetup_0 (1) 2016 BodySetup /Engine/BasicShapes/Cube.Cube:BodySetup_1 (1) 1344 BodySetup /Engine/ArtTools/RenderToTexture/Meshes/S_1_Unit_Plane.S_1_Unit_Plane:BodySetup_189 (1) 1344 BodySetup /Engine/EditorMeshes/EditorPlane.EditorPlane:RB_BodySetup_26 (1) 1200 BodySetup /Engine/VREditor/TransformGizmo/SM_Sequencer_Node.SM_Sequencer_Node:BodySetup_0 (1) 1200 BodySetup /Game/ThirdPerson/Meshes/LeftArm_StaticMesh.LeftArm_StaticMesh:BodySetup_97 (1) 1200 BodySetup /Game/ThirdPerson/Meshes/Bump_StaticMesh.Bump_StaticMesh:BodySetup_82 (1) 1200 BodySetup /Game/ThirdPerson/Meshes/RightArm_StaticMesh.RightArm_StaticMesh:BodySetup_98 (1) 1076 BodySetup /Engine/VREditor/TransformGizmo/PlaneTranslationHandle.PlaneTranslationHandle:BodySetup_0 (1) 1056 BodySetup /Game/ThirdPerson/Meshes/Ramp_StaticMesh.Ramp_StaticMesh:BodySetup_96 (1) 896 BodySetup /Game/Geometry/Meshes/1M_Cube.1M_Cube:BodySetup_5 (1) 896 BodySetup /Engine/EditorMeshes/Camera/SM_CraneRig_Arm.SM_CraneRig_Arm:BodySetup_0 (1) 896 BodySetup /Engine/EditorMeshes/EditorCube.EditorCube:RB_BodySetup_0 (1) 852 BodySetup /Engine/VREditor/TransformGizmo/BoundingBoxCorner.BoundingBoxCorner:BodySetup_0 (1) 616 BodySetup /Engine/VREditor/TransformGizmo/BoundingBoxEdge.BoundingBoxEdge:BodySetup_0 (1) 592 BodySetup /Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel.PostProcessVolume_0.BrushComponent0.BodySetup_4 (1) 592 BodySetup /Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel.LightmassImportanceVolume_0.BrushComponent0.RB_BodySetup_0 (1) Num Actors: 39
PHYSXINFO // 打印physX基本信息
PhysX Info: Version: 3.4.0 Configuration: PROFILE Cooking Module: TRUE Num Actors: 39
PXVIS或APEXVIS // 清除所有或设置physX的标记 更多详见:DebugVisualization 具体标记如下
PHYSX_CLEAR_ALL // 清理所有physX的debug标志 WORLDAXES BODYAXES MASSAXES CONTACTPOINT CONTACTS CONTACTERROR CONTACTFORCE JOINTLIMITS JOINTLOCALFRAMES COLLISION
PXVIS collision // 显示出场景物件的碰撞
CANALYZER // 打开Collision Analyzer工具
点击红色按钮开始分析
点击第二个按钮:“切换最近碰撞数据的绘制”
budget fps // 与stat fps一样
budget unit // 与stat unit一样
VISLOG // 可视化日志
点击菜单“窗口” -- “控件反射器”,可以打开控件反射器窗体
WIDGETREFLECTOR // 打开控件反射器窗体 同上
Module List // 打印出所有加载的模块
[2023.04.30-13.55.35:551][536]Listing all 256 known modules: [2023.04.30-13.55.35:551][536] ActorLayerUtilities [File: ../../../Engine/Plugins/Runtime/ActorLayerUtilities/Binaries/Win64/UE4Editor-ActorLayerUtilities-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:551][536] ActorSequence [File: ../../../Engine/Plugins/MovieScene/ActorSequence/Binaries/Win64/UE4Editor-ActorSequence-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:552][536] AIModule [File: ../../../Engine/Binaries/Win64/UE4Editor-AIModule-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:552][536] AISupportModule [File: ../../../Engine/Plugins/AI/AISupport/Binaries/Win64/UE4Editor-AISupportModule-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:552][536] AITestSuite [File: ../../../Engine/Binaries/Win64/UE4Editor-AITestSuite-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:552][536] AndroidPermission [File: ../../../Engine/Plugins/Runtime/AndroidPermission/Binaries/Win64/UE4Editor-AndroidPermission-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:552][536] AnimationBudgetAllocator [File: ../../../Engine/Plugins/Runtime/AnimationBudgetAllocator/Binaries/Win64/UE4Editor-AnimationBudgetAllocator-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:552][536] AnimationModifiers [File: ../../../Engine/Binaries/Win64/UE4Editor-AnimationModifiers-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:552][536] AnimationSharing [File: ../../../Engine/Plugins/Developer/AnimationSharing/Binaries/Win64/UE4Editor-AnimationSharing-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:552][536] AnimGraph [File: ../../../Engine/Binaries/Win64/UE4Editor-AnimGraph-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:552][536] AnimGraphRuntime [File: ../../../Engine/Binaries/Win64/UE4Editor-AnimGraphRuntime-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:552][536] AppleImageUtils [File: ../../../Engine/Plugins/Runtime/AppleImageUtils/Binaries/Win64/UE4Editor-AppleImageUtils-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:552][536] AppleImageUtilsBlueprintSupport [File: ../../../Engine/Plugins/Runtime/AppleImageUtils/Binaries/Win64/UE4Editor-AppleImageUtilsBlueprintSupport-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:552][536] ArchVisCharacter [File: ../../../Engine/Plugins/Runtime/ArchVisCharacter/Binaries/Win64/UE4Editor-ArchVisCharacter-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:552][536] AssetManagerEditor [File: ../../../Engine/Plugins/Editor/AssetManagerEditor/Binaries/Win64/UE4Editor-AssetManagerEditor-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:552][536] AssetRegistry [File: ../../../Engine/Binaries/Win64/UE4Editor-AssetRegistry-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:553][536] AssetTags [File: ../../../Engine/Plugins/Runtime/AssetTags/Binaries/Win64/UE4Editor-AssetTags-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:553][536] AssetTools [File: ../../../Engine/Binaries/Win64/UE4Editor-AssetTools-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:553][536] AudioCapture [File: ../../../Engine/Plugins/Runtime/AudioCapture/Binaries/Win64/UE4Editor-AudioCapture-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:553][536] AudioCaptureRtAudio [File: ../../../Engine/Binaries/Win64/UE4Editor-AudioCaptureRtAudio-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:553][536] AudioEditor [File: ../../../Engine/Binaries/Win64/UE4Editor-AudioEditor-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:553][536] AudioFormatADPCM [File: ../../../Engine/Binaries/Win64/UE4Editor-AudioFormatADPCM-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:553][536] AudioFormatOgg [File: ../../../Engine/Binaries/Win64/UE4Editor-AudioFormatOgg-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:553][536] AudioFormatOpus [File: ../../../Engine/Binaries/Win64/UE4Editor-AudioFormatOpus-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:553][536] AudioMixerCore [File: ../../../Engine/Binaries/Win64/UE4Editor-AudioMixerCore-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:553][536] AudioMixerXAudio2 [File: ../../../Engine/Binaries/Win64/UE4Editor-AudioMixerXAudio2-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:553][536] AudioSynesthesia [File: ../../../Engine/Plugins/Runtime/AudioSynesthesia/Binaries/Win64/UE4Editor-AudioSynesthesia-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:553][536] AudioSynesthesiaCore [File: ../../../Engine/Plugins/Runtime/AudioSynesthesia/Binaries/Win64/UE4Editor-AudioSynesthesiaCore-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:553][536] AugmentedReality [File: ../../../Engine/Binaries/Win64/UE4Editor-AugmentedReality-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:553][536] AutomationController [File: ../../../Engine/Binaries/Win64/UE4Editor-AutomationController-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:553][536] AutomationUtils [File: ../../../Engine/Plugins/Experimental/AutomationUtils/Binaries/Win64/UE4Editor-AutomationUtils-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:554][536] AutomationWorker [File: ../../../Engine/Binaries/Win64/UE4Editor-AutomationWorker-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:554][536] AVEncoder [File: ../../../Engine/Binaries/Win64/UE4Editor-AVEncoder-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:554][536] AvfMediaFactory [File: ../../../Engine/Plugins/Media/AvfMedia/Binaries/Win64/UE4Editor-AvfMediaFactory-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:554][536] BackChannel [File: ../../../Engine/Plugins/Experimental/BackChannel/Binaries/Win64/UE4Editor-BackChannel-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:554][536] BehaviorTreeEditor [File: ../../../Engine/Binaries/Win64/UE4Editor-BehaviorTreeEditor-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:554][536] CableComponent [File: ../../../Engine/Plugins/Runtime/CableComponent/Binaries/Win64/UE4Editor-CableComponent-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:554][536] Chaos [File: ../../../Engine/Binaries/Win64/UE4Editor-Chaos-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:554][536] ChaosCloth [File: ../../../Engine/Plugins/Experimental/ChaosCloth/Binaries/Win64/UE4Editor-ChaosCloth-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:554][536] ChaosNiagara [File: ../../../Engine/Plugins/Experimental/ChaosNiagara/Binaries/Win64/UE4Editor-ChaosNiagara-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:554][536] CharacterAI [File: ../../../Engine/Plugins/Experimental/CharacterAI/Binaries/Win64/UE4Editor-CharacterAI-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:554][536] ChunkDownloader [File: ../../../Engine/Plugins/Runtime/ChunkDownloader/Binaries/Win64/UE4Editor-ChunkDownloader-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:554][536] CLionSourceCodeAccess [File: ../../../Engine/Plugins/Developer/CLionSourceCodeAccess/Binaries/Win64/UE4Editor-CLionSourceCodeAccess-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:554][536] ClothingSystemEditor [File: ../../../Engine/Binaries/Win64/UE4Editor-ClothingSystemEditor-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:554][536] ClothingSystemRuntimeNv [File: ../../../Engine/Binaries/Win64/UE4Editor-ClothingSystemRuntimeNv-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:554][536] CollisionAnalyzer [File: ../../../Engine/Binaries/Win64/UE4Editor-CollisionAnalyzer-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:554][536] CookedIterativeFile [File: ../../../Engine/Binaries/Win64/UE4Editor-CookedIterativeFile-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:555][536] Core [File: ../../../Engine/Binaries/Win64/UE4Editor-Core-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:555][536] CoreUObject [File: ../../../Engine/Binaries/Win64/UE4Editor-CoreUObject-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:555][536] CustomMeshComponent [File: ../../../Engine/Plugins/Runtime/CustomMeshComponent/Binaries/Win64/UE4Editor-CustomMeshComponent-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:555][536] D3D11RHI [File: ../../../Engine/Binaries/Win64/UE4Editor-D3D11RHI-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:555][536] DatasmithContent [File: ../../../Engine/Plugins/Enterprise/DatasmithContent/Binaries/Win64/UE4Editor-DatasmithContent-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:555][536] DerivedDataCache [File: ../../../Engine/Binaries/Win64/UE4Editor-DerivedDataCache-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:556][536] DesktopPlatform [File: ../../../Engine/Binaries/Win64/UE4Editor-DesktopPlatform-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:556][536] DirectoryWatcher [File: ../../../Engine/Binaries/Win64/UE4Editor-DirectoryWatcher-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:556][536] DynamicMesh [File: ../../../Engine/Plugins/Experimental/GeometryProcessing/Binaries/Win64/UE4Editor-DynamicMesh-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:556][536] EditableMesh [File: ../../../Engine/Plugins/Runtime/EditableMesh/Binaries/Win64/UE4Editor-EditableMesh-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:556][536] EditorStyle [File: ../../../Engine/Binaries/Win64/UE4Editor-EditorStyle-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:556][536] Engine [File: ../../../Engine/Binaries/Win64/UE4Editor-Engine-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:556][536] EnvironmentQueryEditor [File: ../../../Engine/Plugins/AI/EnvironmentQueryEditor/Binaries/Win64/UE4Editor-EnvironmentQueryEditor-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:556][536] ExampleDeviceProfileSelector [File: ../../../Engine/Plugins/Runtime/ExampleDeviceProfileSelector/Binaries/Win64/UE4Editor-ExampleDeviceProfileSelector-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:556][536] ExrReaderGpu [File: ../../../Engine/Plugins/Media/ImgMedia/Binaries/Win64/UE4Editor-ExrReaderGpu-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:556][536] FacialAnimation [File: ../../../Engine/Plugins/Editor/FacialAnimation/Binaries/Win64/UE4Editor-FacialAnimation-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:556][536] FieldSystemEngine [File: ../../../Engine/Binaries/Win64/UE4Editor-FieldSystemEngine-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:556][536] FunctionalTesting [File: ../../../Engine/Binaries/Win64/UE4Editor-FunctionalTesting-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:556][536] GameplayDebugger [File: ../../../Engine/Binaries/Win64/UE4Editor-GameplayDebugger-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:556][536] GameplayMediaEncoder [File: ../../../Engine/Binaries/Win64/UE4Editor-GameplayMediaEncoder-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:556][536] GameplayTagsEditor [File: ../../../Engine/Plugins/Editor/GameplayTagsEditor/Binaries/Win64/UE4Editor-GameplayTagsEditor-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:556][536] GameplayTasksEditor [File: ../../../Engine/Binaries/Win64/UE4Editor-GameplayTasksEditor-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:557][536] GeometricObjects [File: ../../../Engine/Plugins/Experimental/GeometryProcessing/Binaries/Win64/UE4Editor-GeometricObjects-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:557][536] GeometryAlgorithms [File: ../../../Engine/Plugins/Experimental/GeometryProcessing/Binaries/Win64/UE4Editor-GeometryAlgorithms-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:557][536] GeometryCache [File: ../../../Engine/Plugins/Experimental/GeometryCache/Binaries/Win64/UE4Editor-GeometryCache-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:557][536] GeometryCacheEd [File: ../../../Engine/Plugins/Experimental/GeometryCache/Binaries/Win64/UE4Editor-GeometryCacheEd-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:557][536] GeometryCacheSequencer [File: ../../../Engine/Plugins/Experimental/GeometryCache/Binaries/Win64/UE4Editor-GeometryCacheSequencer-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:557][536] GeometryCacheTracks [File: ../../../Engine/Plugins/Experimental/GeometryCache/Binaries/Win64/UE4Editor-GeometryCacheTracks-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:557][536] GeometryCollectionSequencer [File: ../../../Engine/Plugins/Experimental/GeometryCollectionPlugin/Binaries/Win64/UE4Editor-GeometryCollectionSequencer-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:557][536] GeometryCollectionTracks [File: ../../../Engine/Plugins/Experimental/GeometryCollectionPlugin/Binaries/Win64/UE4Editor-GeometryCollectionTracks-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:557][536] HeadMountedDisplay [File: ../../../Engine/Binaries/Win64/UE4Editor-HeadMountedDisplay-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:557][536] HotReload [File: ../../../Engine/Binaries/Win64/UE4Editor-HotReload-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:557][536] HTTP [File: ../../../Engine/Binaries/Win64/UE4Editor-HTTP-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:557][536] ImageWrapper [File: ../../../Engine/Binaries/Win64/UE4Editor-ImageWrapper-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:557][536] ImageWriteQueue [File: ../../../Engine/Binaries/Win64/UE4Editor-ImageWriteQueue-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:557][536] ImgMedia [File: ../../../Engine/Plugins/Media/ImgMedia/Binaries/Win64/UE4Editor-ImgMedia-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:557][536] ImgMediaFactory [File: ../../../Engine/Plugins/Media/ImgMedia/Binaries/Win64/UE4Editor-ImgMediaFactory-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:558][536] InputCore [File: ../../../Engine/Binaries/Win64/UE4Editor-InputCore-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:558][536] KismetCompiler [File: ../../../Engine/Binaries/Win64/UE4Editor-KismetCompiler-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:558][536] Landscape [File: ../../../Engine/Binaries/Win64/UE4Editor-Landscape-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:558][536] LandscapeEditorUtilities [File: ../../../Engine/Binaries/Win64/UE4Editor-LandscapeEditorUtilities-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:558][536] LauncherChunkInstaller [File: ../../../Engine/Plugins/Portal/LauncherChunkInstaller/Binaries/Win64/UE4Editor-LauncherChunkInstaller-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:558][536] LevelSequence [File: ../../../Engine/Binaries/Win64/UE4Editor-LevelSequence-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:558][536] LightPropagationVolumeRuntime [File: ../../../Engine/Plugins/Blendables/LightPropagationVolume/Binaries/Win64/UE4Editor-LightPropagationVolumeRuntime-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:558][536] LiveCoding [File: ../../../Engine/Binaries/Win64/UE4Editor-LiveCoding-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:558][536] LocationServicesBPLibrary [File: ../../../Engine/Plugins/Runtime/LocationServicesBPLibrary/Binaries/Win64/UE4Editor-LocationServicesBPLibrary-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:558][536] LogVisualizer [File: ../../../Engine/Binaries/Win64/UE4Editor-LogVisualizer-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:558][536] MagicLeap [File: ../../../Engine/Plugins/Lumin/MagicLeap/Binaries/Win64/UE4Editor-MagicLeap-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:558][536] MagicLeapAR [File: ../../../Engine/Plugins/Lumin/MagicLeap/Binaries/Win64/UE4Editor-MagicLeapAR-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:558][536] MagicLeapARPin [File: ../../../Engine/Plugins/Lumin/MagicLeapPassableWorld/Binaries/Win64/UE4Editor-MagicLeapARPin-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:558][536] MagicLeapARPinImpl [File: ../../../Engine/Plugins/Lumin/MagicLeap/Binaries/Win64/UE4Editor-MagicLeapARPinImpl-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:558][536] MagicLeapAudio [File: ../../../Engine/Plugins/Lumin/MagicLeap/Binaries/Win64/UE4Editor-MagicLeapAudio-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:559][536] MagicLeapController [File: ../../../Engine/Plugins/Lumin/MagicLeap/Binaries/Win64/UE4Editor-MagicLeapController-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:559][536] MagicLeapEyeTracker [File: ../../../Engine/Plugins/Lumin/MagicLeap/Binaries/Win64/UE4Editor-MagicLeapEyeTracker-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:559][536] MagicLeapHandMeshing [File: ../../../Engine/Plugins/Lumin/MagicLeap/Binaries/Win64/UE4Editor-MagicLeapHandMeshing-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:559][536] MagicLeapHandTracking [File: ../../../Engine/Plugins/Lumin/MagicLeap/Binaries/Win64/UE4Editor-MagicLeapHandTracking-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:559][536] MagicLeapHelperOpenGL [File: ../../../Engine/Plugins/Lumin/MagicLeap/Binaries/Win64/UE4Editor-MagicLeapHelperOpenGL-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:559][536] MagicLeapHelperVulkan [File: ../../../Engine/Plugins/Lumin/MagicLeap/Binaries/Win64/UE4Editor-MagicLeapHelperVulkan-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:559][536] MagicLeapIdentity [File: ../../../Engine/Plugins/Lumin/MagicLeap/Binaries/Win64/UE4Editor-MagicLeapIdentity-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:559][536] MagicLeapImageTracker [File: ../../../Engine/Plugins/Lumin/MagicLeap/Binaries/Win64/UE4Editor-MagicLeapImageTracker-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:559][536] MagicLeapLightEstimation [File: ../../../Engine/Plugins/Lumin/MagicLeapLightEstimation/Binaries/Win64/UE4Editor-MagicLeapLightEstimation-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:559][536] MagicLeapMediaCodecFactory [File: ../../../Engine/Plugins/Lumin/MagicLeapMedia/Binaries/Win64/UE4Editor-MagicLeapMediaCodecFactory-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:559][536] MagicLeapMediaFactory [File: ../../../Engine/Plugins/Lumin/MagicLeapMedia/Binaries/Win64/UE4Editor-MagicLeapMediaFactory-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:559][536] MagicLeapPlanes [File: ../../../Engine/Plugins/Lumin/MagicLeap/Binaries/Win64/UE4Editor-MagicLeapPlanes-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:559][536] MagicLeapPrivileges [File: ../../../Engine/Plugins/Lumin/MagicLeap/Binaries/Win64/UE4Editor-MagicLeapPrivileges-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:559][536] MagicLeapSecureStorage [File: ../../../Engine/Plugins/Lumin/MagicLeap/Binaries/Win64/UE4Editor-MagicLeapSecureStorage-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:559][536] MagicLeapSharedWorld [File: ../../../Engine/Plugins/Lumin/MagicLeapPassableWorld/Binaries/Win64/UE4Editor-MagicLeapSharedWorld-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:559][536] MaterialBaking [File: ../../../Engine/Binaries/Win64/UE4Editor-MaterialBaking-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:560][536] Media [File: ../../../Engine/Binaries/Win64/UE4Editor-Media-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:560][536] MediaAssets [File: ../../../Engine/Binaries/Win64/UE4Editor-MediaAssets-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:560][536] MediaCompositing [File: ../../../Engine/Plugins/Media/MediaCompositing/Binaries/Win64/UE4Editor-MediaCompositing-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:560][536] MediaInfo [File: ../../../Engine/Binaries/Win64/UE4Editor-MediaInfo-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:560][536] MeshBoneReduction [File: ../../../Engine/Binaries/Win64/UE4Editor-MeshBoneReduction-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:560][536] MeshBuilder [File: ../../../Engine/Binaries/Win64/UE4Editor-MeshBuilder-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:560][536] MeshConversion [File: ../../../Engine/Plugins/Experimental/GeometryProcessing/Binaries/Win64/UE4Editor-MeshConversion-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:560][536] MeshMergeUtilities [File: ../../../Engine/Binaries/Win64/UE4Editor-MeshMergeUtilities-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:560][536] MeshReductionInterface [File: ../../../Engine/Binaries/Win64/UE4Editor-MeshReductionInterface-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:560][536] MeshUtilities [File: ../../../Engine/Binaries/Win64/UE4Editor-MeshUtilities-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:560][536] MessageLog [File: ../../../Engine/Binaries/Win64/UE4Editor-MessageLog-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:560][536] Messaging [File: ../../../Engine/Binaries/Win64/UE4Editor-Messaging-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:561][536] MessagingRpc [File: ../../../Engine/Binaries/Win64/UE4Editor-MessagingRpc-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:561][536] MetalShaderFormat [File: ../../../Engine/Binaries/Win64/UE4Editor-MetalShaderFormat-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:561][536] MLSDK [File: ../../../Engine/Plugins/Lumin/MLSDK/Binaries/Win64/UE4Editor-MLSDK-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:561][536] MobilePatchingUtils [File: ../../../Engine/Plugins/Runtime/MobilePatchingUtils/Binaries/Win64/UE4Editor-MobilePatchingUtils-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:561][536] MotoSynth [File: ../../../Engine/Plugins/Experimental/MotoSynth/Binaries/Win64/UE4Editor-MotoSynth-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:561][536] MovieScene [File: ../../../Engine/Binaries/Win64/UE4Editor-MovieScene-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:561][536] MovieSceneCapture [File: ../../../Engine/Binaries/Win64/UE4Editor-MovieSceneCapture-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:561][536] MovieSceneTools [File: ../../../Engine/Binaries/Win64/UE4Editor-MovieSceneTools-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:561][536] MovieSceneTracks [File: ../../../Engine/Binaries/Win64/UE4Editor-MovieSceneTracks-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:561][536] MRMesh [File: ../../../Engine/Binaries/Win64/UE4Editor-MRMesh-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:561][536] MyTest1 [File: ../../../../MyTest1/Binaries/Win64/UE4Editor-MyTest1-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:561][536] NavigationSystem [File: ../../../Engine/Binaries/Win64/UE4Editor-NavigationSystem-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:561][536] NetworkFile [File: ../../../Engine/Binaries/Win64/UE4Editor-NetworkFile-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:561][536] Networking [File: ../../../Engine/Binaries/Win64/UE4Editor-Networking-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:561][536] NetworkReplayStreaming [File: ../../../Engine/Binaries/Win64/UE4Editor-NetworkReplayStreaming-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:562][536] Niagara [File: ../../../Engine/Plugins/FX/Niagara/Binaries/Win64/UE4Editor-Niagara-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:562][536] NiagaraAnimNotifies [File: ../../../Engine/Plugins/FX/Niagara/Binaries/Win64/UE4Editor-NiagaraAnimNotifies-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:562][536] NiagaraCore [File: ../../../Engine/Plugins/FX/Niagara/Binaries/Win64/UE4Editor-NiagaraCore-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:562][536] NiagaraEditor [File: ../../../Engine/Plugins/FX/Niagara/Binaries/Win64/UE4Editor-NiagaraEditor-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:562][536] NiagaraShader [File: ../../../Engine/Plugins/FX/Niagara/Binaries/Win64/UE4Editor-NiagaraShader-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:562][536] NiagaraVertexFactories [File: ../../../Engine/Plugins/FX/Niagara/Binaries/Win64/UE4Editor-NiagaraVertexFactories-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:562][536] NullInstallBundleManager [File: ../../../Engine/Binaries/Win64/UE4Editor-NullInstallBundleManager-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:562][536] OculusHMD [File: ../../../Engine/Plugins/Runtime/Oculus/OculusVR/Binaries/Win64/UE4Editor-OculusHMD-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:562][536] OculusInput [File: ../../../Engine/Plugins/Runtime/Oculus/OculusVR/Binaries/Win64/UE4Editor-OculusInput-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:562][536] OculusMR [File: ../../../Engine/Plugins/Runtime/Oculus/OculusVR/Binaries/Win64/UE4Editor-OculusMR-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:562][536] OnlineBlueprintSupport [File: ../../../Engine/Plugins/Online/OnlineSubsystemUtils/Binaries/Win64/UE4Editor-OnlineBlueprintSupport-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:562][536] OnlineSubsystem [File: ../../../Engine/Plugins/Online/OnlineSubsystem/Binaries/Win64/UE4Editor-OnlineSubsystem-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:562][536] OnlineSubsystemNULL [File: ../../../Engine/Plugins/Online/OnlineSubsystemNull/Binaries/Win64/UE4Editor-OnlineSubsystemNull-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:562][536] OnlineSubsystemUtils [File: ../../../Engine/Plugins/Online/OnlineSubsystemUtils/Binaries/Win64/UE4Editor-OnlineSubsystemUtils-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:562][536] OpenExrWrapper [File: ../../../Engine/Plugins/Media/ImgMedia/Binaries/Win64/UE4Editor-OpenExrWrapper-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:563][536] OpenGLDrv [File: ../../../Engine/Binaries/Win64/UE4Editor-OpenGLDrv-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:563][536] Overlay [File: ../../../Engine/Binaries/Win64/UE4Editor-Overlay-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:563][536] OverlayEditor [File: ../../../Engine/Binaries/Win64/UE4Editor-OverlayEditor-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:563][536] PacketHandler [File: ../../../Engine/Binaries/Win64/UE4Editor-PacketHandler-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:563][536] PakFile [File: ../../../Engine/Binaries/Win64/UE4Editor-PakFile-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:563][536] Paper2D [File: ../../../Engine/Plugins/2D/Paper2D/Binaries/Win64/UE4Editor-Paper2D-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:563][536] PerforceSourceControl [File: ../../../Engine/Plugins/Developer/PerforceSourceControl/Binaries/Win64/UE4Editor-PerforceSourceControl-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:563][536] PhysXCooking [File: ../../../Engine/Binaries/Win64/UE4Editor-PhysXCooking-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:563][536] PhysXVehicles [File: ../../../Engine/Plugins/Runtime/PhysXVehicles/Binaries/Win64/UE4Editor-PhysXVehicles-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:563][536] PhysXVehiclesEditor [File: ../../../Engine/Plugins/Runtime/PhysXVehicles/Binaries/Win64/UE4Editor-PhysXVehiclesEditor-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:563][536] PIEPreviewDeviceProfileSelector [File: ../../../Engine/Binaries/Win64/UE4Editor-PIEPreviewDeviceProfileSelector-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:563][536] PlanarCut [File: ../../../Engine/Plugins/Experimental/PlanarCutPlugin/Binaries/Win64/UE4Editor-PlanarCut-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:563][536] PlatformCrypto [File: ../../../Engine/Plugins/Experimental/PlatformCrypto/Binaries/Win64/UE4Editor-PlatformCrypto-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:563][536] PlatformCryptoOpenSSL [File: ../../../Engine/Plugins/Experimental/PlatformCrypto/Binaries/Win64/UE4Editor-PlatformCryptoOpenSSL-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:563][536] PlatformCryptoTypes [File: ../../../Engine/Plugins/Experimental/PlatformCrypto/Binaries/Win64/UE4Editor-PlatformCryptoTypes-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:564][536] PortalRpc [File: ../../../Engine/Binaries/Win64/UE4Editor-PortalRpc-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:564][536] PortalServices [File: ../../../Engine/Binaries/Win64/UE4Editor-PortalServices-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:564][536] ProceduralMeshComponent [File: ../../../Engine/Plugins/Runtime/ProceduralMeshComponent/Binaries/Win64/UE4Editor-ProceduralMeshComponent-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:564][536] ProfilerService [File: ../../../Engine/Binaries/Win64/UE4Editor-ProfilerService-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:564][536] PropertyAccessEditor [File: ../../../Engine/Plugins/Runtime/PropertyAccess/Binaries/Win64/UE4Editor-PropertyAccessEditor-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:564][536] PropertyAccessNode [File: ../../../Engine/Plugins/Developer/PropertyAccessNode/Binaries/Win64/UE4Editor-PropertyAccessNode-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:564][536] PropertyEditor [File: ../../../Engine/Binaries/Win64/UE4Editor-PropertyEditor-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:564][536] ProxyLODMeshReduction [File: ../../../Engine/Plugins/Experimental/ProxyLODPlugin/Binaries/Win64/UE4Editor-ProxyLODMeshReduction-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:564][536] QuadricMeshReduction [File: ../../../Engine/Binaries/Win64/UE4Editor-QuadricMeshReduction-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:564][536] RenderCore [File: ../../../Engine/Binaries/Win64/UE4Editor-RenderCore-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:564][536] RenderDocPlugin [File: ../../../Engine/Plugins/Developer/RenderDocPlugin/Binaries/Win64/UE4Editor-RenderDocPlugin-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:564][536] Renderer [File: ../../../Engine/Binaries/Win64/UE4Editor-Renderer-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:564][536] RSA [File: ../../../Engine/Binaries/Win64/UE4Editor-RSA-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:564][536] RuntimePhysXCooking [File: ../../../Engine/Plugins/Runtime/RuntimePhysXCooking/Binaries/Win64/UE4Editor-RuntimePhysXCooking-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:565][536] SandboxFile [File: ../../../Engine/Binaries/Win64/UE4Editor-SandboxFile-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:565][536] Sequencer [File: ../../../Engine/Binaries/Win64/UE4Editor-Sequencer-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:565][536] SequenceRecorder [File: ../../../Engine/Binaries/Win64/UE4Editor-SequenceRecorder-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:565][536] SequenceRecorderSections [File: ../../../Engine/Binaries/Win64/UE4Editor-SequenceRecorderSections-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:565][536] SessionServices [File: ../../../Engine/Binaries/Win64/UE4Editor-SessionServices-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:565][536] Settings [File: ../../../Engine/Binaries/Win64/UE4Editor-Settings-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:565][536] ShaderFormatD3D [File: ../../../Engine/Binaries/Win64/UE4Editor-ShaderFormatD3D-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:565][536] ShaderFormatOpenGL [File: ../../../Engine/Binaries/Win64/UE4Editor-ShaderFormatOpenGL-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:565][536] ShaderFormatVectorVM [File: ../../../Engine/Binaries/Win64/UE4Editor-ShaderFormatVectorVM-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:565][536] SignalProcessing [File: ../../../Engine/Binaries/Win64/UE4Editor-SignalProcessing-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:565][536] SignificanceManager [File: ../../../Engine/Plugins/Runtime/SignificanceManager/Binaries/Win64/UE4Editor-SignificanceManager-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:565][536] SkeletalMeshReduction [File: ../../../Engine/Plugins/Experimental/SkeletalReduction/Binaries/Win64/UE4Editor-SkeletalMeshReduction-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:565][536] Slate [File: ../../../Engine/Binaries/Win64/UE4Editor-Slate-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:565][536] SlateCore [File: ../../../Engine/Binaries/Win64/UE4Editor-SlateCore-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:565][536] SlateReflector [File: ../../../Engine/Binaries/Win64/UE4Editor-SlateReflector-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:566][536] SlateRHIRenderer [File: ../../../Engine/Binaries/Win64/UE4Editor-SlateRHIRenderer-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:566][536] Sockets [File: ../../../Engine/Binaries/Win64/UE4Editor-Sockets-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:566][536] SoundFields [File: ../../../Engine/Plugins/Runtime/SoundFields/Binaries/Win64/UE4Editor-SoundFields-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:566][536] SourceCodeAccess [File: ../../../Engine/Binaries/Win64/UE4Editor-SourceCodeAccess-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:566][536] SourceControl [File: ../../../Engine/Binaries/Win64/UE4Editor-SourceControl-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:566][536] SSL [File: ../../../Engine/Binaries/Win64/UE4Editor-SSL-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:566][536] SteamVR [File: ../../../Engine/Plugins/Runtime/Steam/SteamVR/Binaries/Win64/UE4Editor-SteamVR-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:566][536] SteamVREditor [File: ../../../Engine/Plugins/Runtime/Steam/SteamVR/Binaries/Win64/UE4Editor-SteamVREditor-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:566][536] SteamVRInput [File: ../../../Engine/Plugins/Runtime/Steam/SteamVR/Binaries/Win64/UE4Editor-SteamVRInput-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:566][536] SteamVRInputDevice [File: ../../../Engine/Plugins/Runtime/Steam/SteamVR/Binaries/Win64/UE4Editor-SteamVRInputDevice-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:566][536] StreamingFile [File: ../../../Engine/Binaries/Win64/UE4Editor-StreamingFile-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:566][536] StreamingPauseRendering [File: ../../../Engine/Binaries/Win64/UE4Editor-StreamingPauseRendering-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:566][536] StringTableEditor [File: ../../../Engine/Binaries/Win64/UE4Editor-StringTableEditor-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:567][536] SubversionSourceControl [File: ../../../Engine/Plugins/Developer/SubversionSourceControl/Binaries/Win64/UE4Editor-SubversionSourceControl-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:567][536] Synthesis [File: ../../../Engine/Plugins/Runtime/Synthesis/Binaries/Win64/UE4Editor-Synthesis-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:567][536] TargetPlatform [File: ../../../Engine/Binaries/Win64/UE4Editor-TargetPlatform-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:567][536] TaskGraph [File: ../../../Engine/Binaries/Win64/UE4Editor-TaskGraph-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:567][536] TcpMessaging [File: ../../../Engine/Plugins/Messaging/TcpMessaging/Binaries/Win64/UE4Editor-TcpMessaging-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:568][536] TemplateSequence [File: ../../../Engine/Plugins/MovieScene/TemplateSequence/Binaries/Win64/UE4Editor-TemplateSequence-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:568][536] TextureCompressor [File: ../../../Engine/Binaries/Win64/UE4Editor-TextureCompressor-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:568][536] TextureFormatASTC [File: ../../../Engine/Binaries/Win64/UE4Editor-TextureFormatASTC-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:568][536] TextureFormatDXT [File: ../../../Engine/Binaries/Win64/UE4Editor-TextureFormatDXT-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:568][536] TextureFormatETC2 [File: ../../../Engine/Binaries/Win64/UE4Editor-TextureFormatETC2-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:568][536] TextureFormatIntelISPCTexComp [File: ../../../Engine/Binaries/Win64/UE4Editor-TextureFormatIntelISPCTexComp-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:568][536] TextureFormatPVR [File: ../../../Engine/Binaries/Win64/UE4Editor-TextureFormatPVR-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:568][536] TextureFormatUncompressed [File: ../../../Engine/Binaries/Win64/UE4Editor-TextureFormatUncompressed-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:568][536] ToolMenus [File: ../../../Engine/Binaries/Win64/UE4Editor-ToolMenus-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:568][536] TreeMap [File: ../../../Engine/Binaries/Win64/UE4Editor-TreeMap-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:568][536] UdpMessaging [File: ../../../Engine/Plugins/Messaging/UdpMessaging/Binaries/Win64/UE4Editor-UdpMessaging-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:569][536] UMG [File: ../../../Engine/Binaries/Win64/UE4Editor-UMG-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:569][536] UMGEditor [File: ../../../Engine/Binaries/Win64/UE4Editor-UMGEditor-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:569][536] UnrealEd [File: ../../../Engine/Binaries/Win64/UE4Editor-UnrealEd-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:569][536] UObjectPlugin [File: ../../../Engine/Plugins/Developer/UObjectPlugin/Binaries/Win64/UE4Editor-UObjectPlugin-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:569][536] VariantManagerContent [File: ../../../Engine/Plugins/Enterprise/VariantManagerContent/Binaries/Win64/UE4Editor-VariantManagerContent-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:569][536] VisualStudioCodeSourceCodeAccess [File: ../../../Engine/Plugins/Developer/VisualStudioCodeSourceCodeAccess/Binaries/Win64/UE4Editor-VisualStudioCodeSourceCodeAccess-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:569][536] VisualStudioSourceCodeAccess [File: ../../../Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Binaries/Win64/UE4Editor-VisualStudioSourceCodeAccess-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:569][536] Voice [File: ../../../Engine/Binaries/Win64/UE4Editor-Voice-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:569][536] VREditor [File: ../../../Engine/Binaries/Win64/UE4Editor-VREditor-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:570][536] VulkanShaderFormat [File: ../../../Engine/Binaries/Win64/UE4Editor-VulkanShaderFormat-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:570][536] WebMMedia [File: ../../../Engine/Plugins/Media/WebMMedia/Binaries/Win64/UE4Editor-WebMMedia-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:570][536] WebMMediaFactory [File: ../../../Engine/Plugins/Media/WebMMedia/Binaries/Win64/UE4Editor-WebMMediaFactory-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:570][536] WebMMoviePlayer [File: ../../../Engine/Plugins/Runtime/WebMMoviePlayer/Binaries/Win64/UE4Editor-WebMMoviePlayer-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:570][536] WebSockets [File: ../../../Engine/Binaries/Win64/UE4Editor-WebSockets-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:570][536] WindowsClientTargetPlatform [File: ../../../Engine/Binaries/Win64/UE4Editor-WindowsClientTargetPlatform-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:570][536] WindowsMoviePlayer [File: ../../../Engine/Plugins/Runtime/WindowsMoviePlayer/Binaries/Win64/UE4Editor-WindowsMoviePlayer-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:570][536] WindowsNoEditorTargetPlatform [File: ../../../Engine/Binaries/Win64/UE4Editor-WindowsNoEditorTargetPlatform-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:570][536] WindowsPlatformFeatures [File: ../../../Engine/Binaries/Win64/UE4Editor-WindowsPlatformFeatures-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:570][536] WindowsServerTargetPlatform [File: ../../../Engine/Binaries/Win64/UE4Editor-WindowsServerTargetPlatform-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:571][536] WindowsTargetPlatform [File: ../../../Engine/Binaries/Win64/UE4Editor-WindowsTargetPlatform-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:571][536] WmfMedia [File: ../../../Engine/Plugins/Media/WmfMedia/Binaries/Win64/UE4Editor-WmfMedia-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:571][536] WmfMediaFactory [File: ../../../Engine/Plugins/Media/WmfMedia/Binaries/Win64/UE4Editor-WmfMediaFactory-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:571][536] WorkspaceMenuStructure [File: ../../../Engine/Binaries/Win64/UE4Editor-WorkspaceMenuStructure-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:571][536] XAudio2 [File: ../../../Engine/Binaries/Win64/UE4Editor-XAudio2-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:571][536] XGEController [File: ../../../Engine/Plugins/XGEController/Binaries/Win64/UE4Editor-XGEController-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.55.35:571][536] XMPP [File: ../../../Engine/Binaries/Win64/UE4Editor-XMPP-Win64-Debug.dll] [Loaded: Yes]
Module Unload VulkanShaderFormat // 卸载VulkanShaderFormat模块
注:卸载后用Module List可以发现VulkanShaderFormat模块已经被卸载了
[2023.04.30-13.58.07:893][851]Listing all 256 known modules: [2023.04.30-13.58.07:894][851] ActorLayerUtilities [File: ../../../Engine/Plugins/Runtime/ActorLayerUtilities/Binaries/Win64/UE4Editor-ActorLayerUtilities-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.58.07:894][851] ActorSequence [File: ../../../Engine/Plugins/MovieScene/ActorSequence/Binaries/Win64/UE4Editor-ActorSequence-Win64-Debug.dll] [Loaded: Yes] 。。。 [2023.04.30-13.58.07:914][851] VREditor [File: ../../../Engine/Binaries/Win64/UE4Editor-VREditor-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.58.07:914][851] VulkanShaderFormat [File: ../../../Engine/Binaries/Win64/UE4Editor-VulkanShaderFormat-Win64-Debug.dll] [Loaded: No] [2023.04.30-13.58.07:914][851] WebMMedia [File: ../../../Engine/Plugins/Media/WebMMedia/Binaries/Win64/UE4Editor-WebMMedia-Win64-Debug.dll] [Loaded: Yes] [2023.04.30-13.58.07:914][851] WebMMediaFactory [File: ../../../Engine/Plugins/Media/WebMMedia/Binaries/Win64/UE4Editor-WebMMediaFactory-Win64-Debug.dll] [Loaded: Yes] 。。。
Module Load VulkanShaderFormat // 加载VulkanShaderFormat模块
Module Reload VulkanShaderFormat // 重新加载VulkanShaderFormat模块
Module Recompile VulkanShaderFormat // 卸载并重新编译VulkanShaderFormat模块
AIIgnorePlayers // 打开|关闭AI是否忽略玩家
AILoggingVerbose // AI开启日志详细模式
DumpBTUsageStats // Dump行为树的使用统计
HTTP TEST // 使用www.google.com进行http测试
[2023.04.30-14.08.36:997][491]LogHttp: Warning: 000002D440376400: invalid HTTP response code received. URL: http://www.google.com, HTTP code: 0, content length: 0, actual payload size: 0 [2023.04.30-14.08.36:997][491]LogHttp: Warning: 000002D440376400: request failed, libcurl error: 52 (Server returned nothing (no headers, no data)) [2023.04.30-14.08.36:997][491]LogHttp: Warning: 000002D440376400: libcurl info message cache 0 (Rebuilt URL to: http://www.google.com/) [2023.04.30-14.08.36:997][491]LogHttp: Warning: 000002D440376400: libcurl info message cache 1 ( Trying 10.28.36.104...) [2023.04.30-14.08.36:997][491]LogHttp: Warning: 000002D440376400: libcurl info message cache 2 (TCP_NODELAY set) [2023.04.30-14.08.36:998][491]LogHttp: Warning: 000002D440376400: libcurl info message cache 3 (Connected to web-proxy.myurl.com (10.28.36.104) port 1080 (#0)) [2023.04.30-14.08.36:998][491]LogHttp: Warning: 000002D440376400: libcurl info message cache 4 (Empty reply from server) [2023.04.30-14.08.36:998][491]LogHttp: Warning: 000002D440376400: libcurl info message cache 5 (Connection #0 to host web-proxy.myurl.com left intact)
HTTP TEST 1 "https://www.cnblogs.com/kekec" // 使用https://www.cnblogs.com/kekec进行http测试
[2023.04.30-14.13.59:214][392]LogHttp: Warning: 000002D45410F900: invalid HTTP response code received. URL: https://www.cnblogs.com/kekec, HTTP code: 0, content length: 0, actual payload size: 0 [2023.04.30-14.13.59:215][392]LogHttp: Warning: 000002D45410F900: request failed, libcurl error: 56 (Failure when receiving data from the peer) [2023.04.30-14.13.59:215][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 0 (Connection 7 seems to be dead!) [2023.04.30-14.13.59:215][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 1 (Closing connection 7) [2023.04.30-14.13.59:215][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 2 (Connection 8 seems to be dead!) [2023.04.30-14.13.59:215][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 3 (Closing connection 8) [2023.04.30-14.13.59:215][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 4 (Connection 9 seems to be dead!) [2023.04.30-14.13.59:215][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 5 (Closing connection 9) [2023.04.30-14.13.59:215][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 6 (Connection 10 seems to be dead!) [2023.04.30-14.13.59:215][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 7 (Closing connection 10) [2023.04.30-14.13.59:215][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 8 (Connection 11 seems to be dead!) [2023.04.30-14.13.59:215][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 9 (Closing connection 11) [2023.04.30-14.13.59:216][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 10 (Connection 12 seems to be dead!) [2023.04.30-14.13.59:216][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 11 (Closing connection 12) [2023.04.30-14.13.59:216][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 12 (Connection 13 seems to be dead!) [2023.04.30-14.13.59:216][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 13 (Closing connection 13) [2023.04.30-14.13.59:216][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 14 (Connection 14 seems to be dead!) [2023.04.30-14.13.59:216][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 15 (Closing connection 14) [2023.04.30-14.13.59:217][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 16 (Hostname web-proxy.myurl.com was found in DNS cache) [2023.04.30-14.13.59:217][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 17 ( Trying 10.28.36.104...) [2023.04.30-14.13.59:217][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 18 (TCP_NODELAY set) [2023.04.30-14.13.59:217][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 19 (Connected to web-proxy.myrul.com (10.28.36.104) port 1080 (#15)) [2023.04.30-14.13.59:217][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 20 (allocate connect buffer!) [2023.04.30-14.13.59:217][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 21 (Establish HTTP proxy tunnel to www.cnblogs.com:443) [2023.04.30-14.13.59:217][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 22 (Proxy CONNECT aborted) [2023.04.30-14.13.59:217][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 23 (CONNECT phase completed!) [2023.04.30-14.13.59:217][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 24 (Connection #15 to host web-proxy.myurl.com left intact)
HTTP DUMPREQ // Dump Request
HTTP Flush // Flush
HTTP FILEUPLOAD "www.mydisk.com/logs" MyTest1_20130430.log // 上传日志MyTest1_20130430.log到www.mydisk.com/logs
LLMEM SPAMALLOC // 分配128个大小在[131072/2=65536, 131072]区间的内存分配,随即销毁这些分配
----> Spamming 128 allocations, from 65536..131072 bytes ----> Allocated 9370645 total bytes
LLMEM SPAMALLOC 1024 // 分配128个大小在[1024/2=512, 1024]区间的内存分配,随即销毁这些分配
----> Spamming 128 allocations, from 512..1024 bytes ----> Allocated 95294 total bytes