發表文章

[UE5.3] 渲染編譯加速 (Shader Compile speed up)

 摘要: 此方法適用於UE5,透過修改BaseEngine.ini的參數,來增加渲染編譯的執行程序數量(ShaderCompileWorker.exe),達到加速渲染編譯的效果。 以UE5.3為例BaseEngine.ini路徑為: C:\Program Files\Epic Games\UE_5.3\Engine\Config\BaseEngine.ini 修改「DevOptions.Shaders」分類裡的「PercentageUnusedShaderCompilingThreads」,預設值為50,意思是將保留50%的CPU資源剩下的來做渲染編譯,以32T的CPU來說,做渲染編譯時可以發現在工作管理員裡會有16個ShaderCompileWorker.exe執行程序,為提升資源充分利用可以將值修改為10或20,也就是將會使用90%或是80%的CPU資源,修改完後編譯執行程序將會提升到28個。 PercentageUnusedShaderCompilingThreads=10 若你發現修改此值沒有變化,要額外再修改「ShaderCompilerCoreCountThreshold」,預設值為12,意思是當你的CPU執行緒數量有12以上才會套用「PercentageUnusedShaderCompilingThreads」的效果,否則會以「NumUnusedShaderCompilingThreads」為主。 (可選)驗證方法: 由於UE會把編譯過的物件儲存快取(DDC, DerivedDataCache),所以測試方法為刪除DDC然後重啟專案,注意此步驟視電腦效能與專案規模有可能需要花費很多時間重建編譯。 UE預設DDC儲存路徑: C:\Users\User\AppData\Local\UnrealEngine\Common\DerivedDataCache #UE5.3 #ShaderCompileWorker #PercentageUnusedShaderCompilingThreads

[UE5.3] Jenkins主機搬移 疑難排解

 跑"C:\Program Files (x86)\Microsoft Visual Studio\2022\BuildTools\MSBuild\Current\Bin\MSBuild.exe" "%WORKSPACE%\xxx.sln" /t:build /p:Configuration="Development Editor";Platform=Win64;verbosity=diagnostic 出現找不到dotnet sdk的錯誤 本機解決方法 (因為裝了x86 & 64,預設讀x86) https://blog.csdn.net/Azurecorner/article/details/131920514 Jenkins解決方法 https://blog.cashwu.com/blog/jenkins-build-asp-net-core/ Jenkins>設定>全域屬性>新增>名稱:Path, 值:C:\Program Files\dotnet\ ------------- 跑"C:\Program Files (x86)\Microsoft Visual Studio\2022\BuildTools\MSBuild\Current\Bin\MSBuild.exe" "%WORKSPACE%\xxx.sln" /t:build /p:Configuration="Development Editor";Platform=Win64;verbosity=diagnostic 出現C:\Program Files\dotnet\sdk\8.0.200\Sdks\Microsoft.NET.Sdk\targets\Microsoft.PackageDependencyResolution.targets(266,5): error NETSDK1004: 找不到資產檔案 'E:\UE_5.3\Engine\Source\Programs\UnrealBuildTool\obj\project.assets.json'。請執行 NuGet 套件還原,以產生此檔案。 [E:\UE_5.3\Engin

UE Show Log VeryVerbose Level

Log Verbosity Levels Fatal Fatal level logs are always printed to console and log files and crashes even if logging is disabled. Error Error level logs are printed to console and log files. These appear red by default. Warning Warning level logs are printed to console and log files. These appear yellow by default. Display Display level logs are printed to console and log files. Log Log level logs are printed to log files but not to the in-game console. They can still be viewed in editor as they appear via the Output Log window. Verbose Verbose level logs are printed to log files but not the in-game console. This is usually used for detailed logging and debugging. VeryVerbose VeryVerbose level logs are printed to log files but not the in-game console. This is usually used for very detailed logging that would otherwise spam output. Log console command usage [cat] = a category for the command to operate on, or 'global' for all categories. [level] = verbosity level, one of: none, e

UE Console Tips & Tricks

CE(Custom Event) // Level Blueprint Custom Event e.g. CE TestEvent (X=1.000000,Y=2.000000,Z=3.000000) KE(Kismet Event) // Blueprint Class Custom Event e.g.  KE * TestFunction KE BP_TestEvent_C TestFunction Console Tips & Tricks 【UE4】ConsoleCommand「CE,KE」について【★★☆】

[UE4.27] Fix Moire Effect

圖片
Cause: When the character moves, it overlaps with a specific material and causes afterimages Solve: Material > NormalMap(Texture).LevelOfDetail.MipGenSettings=Blur3 Or Anti-aliasing method: TAA > TSR

[UE4.26] File and Folder Management, Create, Find, Delete

DeleteFile bool UBPLibrary::DeleteFile(FString Path) { IPlatformFile& FileManager = FPlatformFileManager::Get().GetPlatformFile(); return FileManager.DeleteFile(*Path); } DeleteDirectory bool UBPLibrary::DeleteDirectory(FString Path) { IPlatformFile& FileManager = FPlatformFileManager::Get().GetPlatformFile(); return FileManager.DeleteDirectoryRecursively(*Path); } Reference Link:  File and Folder Management, Create, Find, Delete

解決在Windows10中CMD暫停執行的問題

圖片
 停用「Quick Edit Mode」 Keywords: windows 10, quick edit mode Ref: https://www.statmodel.com/download/QuickEdit.pdf