<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[AK41君的专栏]]></title><description><![CDATA[Don`t keep]]></description><link>https://blog.youkuaiyun.com/ak4100</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; ak4100]]></copyright><item><title><![CDATA[UE TCP通信]]></title><link>https://blog.youkuaiyun.com/ak4100/article/details/150492118</link><guid>https://blog.youkuaiyun.com/ak4100/article/details/150492118</guid><author>ak4100</author><pubDate>Mon, 18 Aug 2025 22:26:41 +0800</pubDate><description><![CDATA[UE TCP通信]]></description><category></category></item><item><title><![CDATA[UE UDP通信]]></title><link>https://blog.youkuaiyun.com/ak4100/article/details/150429001</link><guid>https://blog.youkuaiyun.com/ak4100/article/details/150429001</guid><author>ak4100</author><pubDate>Fri, 15 Aug 2025 20:14:09 +0800</pubDate><description><![CDATA[UE UDP通信]]></description><category></category></item><item><title><![CDATA[UE 全局函数类蓝图(BlueprintFunctionLibrary)]]></title><link>https://blog.youkuaiyun.com/ak4100/article/details/150266588</link><guid>https://blog.youkuaiyun.com/ak4100/article/details/150266588</guid><author>ak4100</author><pubDate>Tue, 12 Aug 2025 12:01:06 +0800</pubDate><description><![CDATA[UE 全局函数类蓝图(BlueprintFunctionLibrary)]]></description><category></category></item><item><title><![CDATA[UE 自定义相机控制]]></title><link>https://blog.youkuaiyun.com/ak4100/article/details/149839900</link><guid>https://blog.youkuaiyun.com/ak4100/article/details/149839900</guid><author>ak4100</author><pubDate>Mon, 04 Aug 2025 11:54:24 +0800</pubDate><description><![CDATA[UE 自定义相机控制]]></description><category></category></item><item><title><![CDATA[UE 加载本地Json文件]]></title><link>https://blog.youkuaiyun.com/ak4100/article/details/149607342</link><guid>https://blog.youkuaiyun.com/ak4100/article/details/149607342</guid><author>ak4100</author><pubDate>Thu, 24 Jul 2025 19:48:20 +0800</pubDate><description><![CDATA[UE 加载本地Json文件]]></description><category></category></item><item><title><![CDATA[UE 模型动画播放控制]]></title><link>https://blog.youkuaiyun.com/ak4100/article/details/149532664</link><guid>https://blog.youkuaiyun.com/ak4100/article/details/149532664</guid><author>ak4100</author><pubDate>Wed, 23 Jul 2025 19:09:32 +0800</pubDate><description><![CDATA[UE 模型动画播放控制]]></description><category></category></item><item><title><![CDATA[UMG：ListView]]></title><link>https://blog.youkuaiyun.com/ak4100/article/details/147242849</link><guid>https://blog.youkuaiyun.com/ak4100/article/details/147242849</guid><author>ak4100</author><pubDate>Fri, 18 Apr 2025 18:55:04 +0800</pubDate><description><![CDATA[UE5 UMG：ListView]]></description><category></category></item><item><title><![CDATA[UE 播放音频]]></title><link>https://blog.youkuaiyun.com/ak4100/article/details/145886234</link><guid>https://blog.youkuaiyun.com/ak4100/article/details/145886234</guid><author>ak4100</author><pubDate>Sun, 09 Mar 2025 21:19:11 +0800</pubDate><description><![CDATA[回到编辑器UE会提示检测到1项内容文件变更选择导入。将上传_Cue放入场景运行即可播放（只播放一次不会循环）。编辑BP_wavSoundActor添加MediaSound组件，选中MediaSound组件，在其右侧将MediaPlayer设置为wavMediaPlayer。调用OpenFile加载音频播放。]]></description><category></category></item><item><title><![CDATA[UE 播放图像序列]]></title><link>https://blog.youkuaiyun.com/ak4100/article/details/145860605</link><guid>https://blog.youkuaiyun.com/ak4100/article/details/145860605</guid><author>ak4100</author><pubDate>Wed, 26 Feb 2025 18:52:41 +0800</pubDate><description><![CDATA[UE 播放图像序列]]></description><category></category></item><item><title><![CDATA[UE 播放视频]]></title><link>https://blog.youkuaiyun.com/ak4100/article/details/145762243</link><guid>https://blog.youkuaiyun.com/ak4100/article/details/145762243</guid><author>ak4100</author><pubDate>Thu, 20 Feb 2025 21:55:20 +0800</pubDate><description><![CDATA[UE 播放视频]]></description><category></category></item><item><title><![CDATA[UE 学习记录]]></title><link>https://blog.youkuaiyun.com/ak4100/article/details/145754997</link><guid>https://blog.youkuaiyun.com/ak4100/article/details/145754997</guid><author>ak4100</author><pubDate>Thu, 20 Feb 2025 20:09:42 +0800</pubDate><description><![CDATA[UE 学习记录]]></description><category></category></item><item><title><![CDATA[Git 设置全局代理]]></title><link>https://blog.youkuaiyun.com/ak4100/article/details/140037742</link><guid>https://blog.youkuaiyun.com/ak4100/article/details/140037742</guid><author>ak4100</author><pubDate>Fri, 28 Jun 2024 11:13:08 +0800</pubDate><description><![CDATA[【代码】Git 设置全局代理。]]></description><category></category></item><item><title><![CDATA[UE5 学习2- 快捷键]]></title><link>https://blog.youkuaiyun.com/ak4100/article/details/127652252</link><guid>https://blog.youkuaiyun.com/ak4100/article/details/127652252</guid><author>ak4100</author><pubDate>Wed, 02 Nov 2022 15:23:15 +0800</pubDate><description><![CDATA[UE5 学习2- 快捷键]]></description><category></category></item><item><title><![CDATA[UE5 学习1- 窗口]]></title><link>https://blog.youkuaiyun.com/ak4100/article/details/127631386</link><guid>https://blog.youkuaiyun.com/ak4100/article/details/127631386</guid><author>ak4100</author><pubDate>Tue, 01 Nov 2022 12:17:00 +0800</pubDate><description><![CDATA[UE5 学习1- 窗口]]></description><category></category></item><item><title><![CDATA[Unity调用系统窗口选择文件或文件路径]]></title><link>https://blog.youkuaiyun.com/ak4100/article/details/125656457</link><guid>https://blog.youkuaiyun.com/ak4100/article/details/125656457</guid><author>ak4100</author><pubDate>Thu, 07 Jul 2022 12:15:06 +0800</pubDate><description><![CDATA[Unity调用系统窗口选择文件或文件路径]]></description><category></category></item><item><title><![CDATA[unity 常用宏定义]]></title><link>https://blog.youkuaiyun.com/ak4100/article/details/121105949</link><guid>https://blog.youkuaiyun.com/ak4100/article/details/121105949</guid><author>ak4100</author><pubDate>Tue, 02 Nov 2021 18:16:00 +0800</pubDate><description><![CDATA[属性
			方法
		UNITY_EDITOR
			#define directive for calling Unity Editor scripts from your game code.
		UNITY_EDITOR_WIN
			#define directive for Editor code on Windows.
		UNITY_EDITOR_OSX
			#define directive for Editor code on Mac OS X.
		UNITY_STANDALONE
	]]></description><category></category></item><item><title><![CDATA[Unity中的坐标系]]></title><link>https://blog.youkuaiyun.com/ak4100/article/details/112173649</link><guid>https://blog.youkuaiyun.com/ak4100/article/details/112173649</guid><author>ak4100</author><pubDate>Mon, 04 Jan 2021 13:46:58 +0800</pubDate><description><![CDATA[一：Unity中的四种坐标系


——世界坐标(World Space)
世界坐标很好理解，它是一个3D坐标。就是游戏物体在你创造世界中的坐标。transfrom.position获得的是物体相对于世界坐标的位置，transfrom.localPosition获得的是物体相对于父物体坐标的位置
模型Mesh保存的顶点坐标均为局部坐标系下的坐标

——屏幕坐标(Screen Space)
屏幕坐标是以像素来定义的，与分辨率有关，例如分辨率为1280*720的屏幕则Screen.width为1280，Scree]]></description><category></category></item><item><title><![CDATA[unity 图片设置对锯齿效果影响]]></title><link>https://blog.youkuaiyun.com/ak4100/article/details/105989864</link><guid>https://blog.youkuaiyun.com/ak4100/article/details/105989864</guid><author>ak4100</author><pubDate>Fri, 08 May 2020 10:29:07 +0800</pubDate><description><![CDATA[]]></description><category></category></item><item><title><![CDATA[STM32使用ADC+电位器测电压]]></title><link>https://blog.youkuaiyun.com/ak4100/article/details/102936361</link><guid>https://blog.youkuaiyun.com/ak4100/article/details/102936361</guid><author>ak4100</author><pubDate>Wed, 06 Nov 2019 15:56:47 +0800</pubDate><description><![CDATA[一、电位器

1. 电位器
电位器是具有三个引出端、阻值可按某种变化规律调节的电阻元件。电位器通常由电阻体和可移动的电刷组成。当电刷沿电阻体移动时，在输出端即获得与位移量成一定关系的电阻值或电压。

电位器既可作三端元件使用也可作二端元件使用。后者可视作一可变电阻器，由于它在电路中的作用是获得与输入电压（外加电压）成一定关系得输出电压，因此称之为电位器。

2.原理图:



三根接线柱由标记1、...]]></description><category></category></item><item><title><![CDATA[Unity3d window导出所有文件打包成一个exe]]></title><link>https://blog.youkuaiyun.com/ak4100/article/details/100564444</link><guid>https://blog.youkuaiyun.com/ak4100/article/details/100564444</guid><author>ak4100</author><pubDate>Thu, 05 Sep 2019 18:24:07 +0800</pubDate><description><![CDATA[原文链接：https://blog.youkuaiyun.com/harvic880925/article/details/27675073

亲测可行，很赞
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