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[UE4] Build UnrealEngine-VRWorks-4.16-Fullscreen (use Git)

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VRWorks-Graphics-4.16 Step 01. Setup Git Step 02. Setup TortoiseGit Step 03. Fork a Repo Step 04. Create a new branch with git and manage branches > a. Git clone >b. Create brance >c. Change working branch >d. Push the branch on github Step 05. Add fullscreen settings & push on github Step 06. Bulid UE4

[UE4] Package (windows)

Packaging Projects Setting Game Default Map (Edit > Project Settings > Maps & Modes) Package Streaming              Asynchronous Loading Thread              Event-Driven Loader Compressing your .pak file (Project settings -> Packaging -> Create compressed cooked packages) List of maps to include in a packaged build (added your main map) ----------Result---------- Ori                                                    ->     10.7 GB Compressed                                    ->      5.45 GB Compressed and list of maps        ->      2.84 GB

[UE4] Fullscreen vr mirror on HTC vive

Step1. 準備原始碼版本的遊戲引擎 Step2. 修改SteamVRHMD.cpp // ...\Engine\Plugins\Runtime\Steam\SteamVR\Source\SteamVR\Private int32 val; if (FParse::Value(Cmd, TEXT("MIRROR"), val)) { if ((val >= 0) && (val <= 3 )) { WindowMirrorMode = val; } else { Ar.Logf(TEXT("HMD MIRROR accepts values from 0 though 3 ")); } return true; } Step3. 修改SteamVRRender.cpp // ...\Engine\Plugins\Runtime\Steam\SteamVR\Source\SteamVR\Private int WindowMirrorMode = FMath::Clamp(CVarMirrorMode->GetValueOnRenderThread(), 0 , 3 ); else if (WindowMirrorMode == 3) { RendererModule->DrawRectangle( RHICmdList, 0, 0, ViewportWidth, ViewportHeight, 0.05f, 0.3f, 0.4f, 0.4f, FIntPoint(ViewportWidth, ViewportHeight), FIntPoint(1, 1), *VertexShader, EDRF_Default); } Step4. 儲存後重新編譯 Step5. 使用命令快速切換 (press '~' key)     hmd mirror 1 (Native mode : sin

[UE4] Package (VR Works 4.15)

VR Works Step1. Copy original project Config Content Plugins Source [ProjectName].uproject Step2. New project switch unreal engine version (.uproject click right button) Step3. Execute and rebulid Step4. VR settings Project - Description Start in VR [checked] Engine - Rendering Instanced Stereo [Unchecked] Lens Matched Rendering [Checked] SinglePassStereo [Checked] Step5. Execute Console Command (vr.LensMatchedShadingRendering 3) Step6. Package VR Works Update Step1. Replace folder Content Source Step2. Execute Console Command (vr.LensMatchedShadingRendering 3) Step3. Package

SteamVR 效能設定 (允許非同步再投影 / 允許交錯式再投影)

SteamVR -> 設定 -> 效能 此兩項功能可以填補不能及時渲染的幀,使用組合請參考以下: 若能穩定維持在90fps 不啟用 非同步再投影 不啟用 交錯式再投影 若僅偶爾落於90fps以下 (建議) 啟用 非同步再投影 不啟用 交錯式再投影 始終無法達到90fps 啟用 非同步再投影 啟用 交錯式再投影 特殊情況 不啟用 非同步再投影 啟用 交錯式再投影 //  交錯式再投影, 交錯式再投影 會強迫其降至45fps,並在這基礎下每隔一幀進行一次重新投影,從而達到90fps的幀率 // 非同步再投影,非同步再投影會智能地插入一幀,與 交錯式再投影 相比,非同步再投影能夠有效減少畫面抖動,同時使得體驗更為流暢自然 原文參考: http://www.sohu.com/a/133881155_213766

[UE4] VRWorks UE4.15 Research : Implement

[簡化引擎] 僅保留以下資料夾: ...\Engine\Binaries ...\Engine\Build ...\Engine\Config ...\Engine\Content ...\Engine\Documentation ...\Engine\Extras ...\Engine\Plugins ...\Engine\Programs ...\Engine\Shaders ...\Engine\Source 若需要重新產生Visual Studio專案檔(.sln),則執行以下檔案 ...\Engine\Build\BatchFiles\GenerateProjectFiles.bat [IWYU設定] 將VRWorks導入其他專案,打包時若有使用其他插件,且插件放置於引擎資料夾則可能會發生以下錯誤: "error: Expected xxx.h to be first header included." 這是由於UE4.15的新機制IWYU(用於提升編譯速度)所引起,IWYU在遊戲和遊戲插件中預設禁用,但在引擎和引擎插件中預設啟用 快速解決方式 - 禁用IWYU: 在相應的模塊(該插件) *.build.cs中加入IWYU設定 PCHUsage = PCHUsageMode.UseSharedPCHs; //禁用IWYU 註:PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; //啟用IWYU 官方文件參考: https://docs.unrealengine.com/latest/CHN/Programming/UnrealBuildSystem/IWYUReferenceGuide/index.html

標準使用者如何執行需系統管理者權限的程式

重點節錄: 步驟一 建立捷徑 (右鍵->新增->捷徑) 步驟二 輸入包含命令的位置 範例: runas /profile /savecred /user:Admin "%windir%\system32\dfrgui.exe" 備註: runas使用方法查詢 : runas /? /profile : 載入使用者的設定檔 /savecred : 使用之前由使用者儲存的認證 (僅首次需要輸入密碼) /user:UserName 原文參考: https://chenweichi.blogspot.tw/2012/02/windows-7.html

禁用USB

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keyword : all removable storage classes deny all access

[UE4] VRWorks UE4.15 Research

Step 1. Download resources. (special edition unreal engine source code) Download Step 2. Setup. (ref readme) Notice! A. Execute "Setup.bat" will pop the message 「Would you like to overwrite your changes (y/n)?」. If you choose y, it could be a mistake in the future. B. There was an error when build lighting. 「Failed to build lighting!!! Lighting build failed. Swarm failed to kick off.」Solution : Open project .sln and build "Programs/UnrealLightmass" Step 3. VR settings. Project Settings/Engine - Rendering/VR            -> Unchecked "Instanced Stereo"            -> Checked "Lens Matched Rendering"            -> Checked "SinglePassStereo" Execute Console Command            -> vr.LensMatchedShadingRendering 3 // MultiRes and Lens Matched choose one of the two. // If you use a Pascal based GPU, Lens Matched is better. Conclusion In this experiment, VRWorks can improve performance up to 40%. -------

[UE4] 4.15 Bug 變更Instanced Stereo功能設定會造成開啟BP時程序崩潰

Unreal版本 : 4.15.x 發生情形: 變更Instanced Stereo功能設定時 (Project Settings/Engine - Rendering/VR) 問題狀況: 所有引擎 & 所有專案只要開啟BP則程序崩潰 解決方式: case 1 官方版本,刪除C:\User\AppData\Local\UnrealEngine\4.15資料夾 case 2 特製版本,刪除...\SpecialEngine\Engine\Saved資料夾

[UE4] 使用console command來做profiler data capture

「 You can also make stat captures of a running game without the editor being open. Run "stat startfile" in the console to start profiling and "stat stopfile" to stop. This should save a file to Saved/Profiling. Then you can open that file from the profiler tab in the session frontend. 」 原文出處: https://answers.unrealengine.com/questions/17151/what-are-the-in-engine-tools-for-cpu-and-gpu-profi.html

Unreal 常見問題 (含授權協議)

常见问题(FAQ)

Udemy 使用條款

Udemy 使用條款 https://www.udemy.com/terms/ // Udemy為一個美國線上授課/學習之平台