<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[bububububuDDD的博客]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/bububububuDDD</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; bububububuDDD]]></copyright><item><title><![CDATA[虚幻5---第16部分---敌人(中)]]></title><link>https://blog.youkuaiyun.com/bububububuDDD/article/details/157945392</link><guid>https://blog.youkuaiyun.com/bububububuDDD/article/details/157945392</guid><author>bububububuDDD</author><pubDate>Thu, 12 Feb 2026 15:12:33 +0800</pubDate><description><![CDATA[—让 HUD 更有特色。]]></description><category></category></item><item><title><![CDATA[虚幻5---第15部分---宝藏（掉落物）]]></title><link>https://blog.youkuaiyun.com/bububububuDDD/article/details/157873218</link><guid>https://blog.youkuaiyun.com/bububububuDDD/article/details/157873218</guid><author>bububububuDDD</author><pubDate>Tue, 10 Feb 2026 00:51:22 +0800</pubDate><description><![CDATA[—从可破坏物体中生成拾取物。]]></description><category></category></item><item><title><![CDATA[虚幻5---第14部分---破坏物品]]></title><link>https://blog.youkuaiyun.com/bububububuDDD/article/details/157809106</link><guid>https://blog.youkuaiyun.com/bububububuDDD/article/details/157809106</guid><author>bububububuDDD</author><pubDate>Sat, 07 Feb 2026 16:58:55 +0800</pubDate><description><![CDATA[—使用 Chaos 物理系统破坏陶罐。]]></description><category></category></item><item><title><![CDATA[虚幻5---第13部分---敌人（上）]]></title><link>https://blog.youkuaiyun.com/bububububuDDD/article/details/157615867</link><guid>https://blog.youkuaiyun.com/bububububuDDD/article/details/157615867</guid><author>bububububuDDD</author><pubDate>Fri, 06 Feb 2026 05:27:02 +0800</pubDate><description><![CDATA[—为武器添加盒体碰撞组件。]]></description><category></category></item><item><title><![CDATA[虚幻5---第12部分---蒙太奇]]></title><link>https://blog.youkuaiyun.com/bububububuDDD/article/details/157399000</link><guid>https://blog.youkuaiyun.com/bububububuDDD/article/details/157399000</guid><author>bububububuDDD</author><pubDate>Sat, 31 Jan 2026 20:32:59 +0800</pubDate><description><![CDATA[解决非武器状态下依旧进行武器动画：给攻击函数加个状态判断就行了。下载动画-放到对应文件夹-导入虚幻5文件夹记得选好骨骼-对齐骨骼-进入动画蓝图拖出动画-连接。同样的，也可以给蒙太奇加通知。方法3：在方法二的基础上，右键你的对象蓝图变量，转化为验证获取。然后在动画里面声音通知那里使用声音线索。方法一：在动画编辑器里面添加播放声音的通知，选择声音类型。——在装备与卸除武器时播放音效。——创建用于攻击的动画蒙太奇。——使用动画通知重置动作状态。——处理角色的攻击状态逻辑。——在虚幻编辑器中编辑动画。]]></description><category></category></item><item><title><![CDATA[虚幻5---第11部分]]></title><link>https://blog.youkuaiyun.com/bububububuDDD/article/details/157263629</link><guid>https://blog.youkuaiyun.com/bububububuDDD/article/details/157263629</guid><author>bububububuDDD</author><pubDate>Sun, 25 Jan 2026 01:18:40 +0800</pubDate><description><![CDATA[—继承自物品类路径注意好，因为Item类是我们的新C++类（武器类）的父类。]]></description><category></category></item><item><title><![CDATA[虚幻5---第十部分]]></title><link>https://blog.youkuaiyun.com/bububububuDDD/article/details/157105092</link><guid>https://blog.youkuaiyun.com/bububububuDDD/article/details/157105092</guid><author>bububububuDDD</author><pubDate>Wed, 21 Jan 2026 02:17:07 +0800</pubDate><description><![CDATA[—组件碰撞设置。]]></description><category></category></item><item><title><![CDATA[虚幻5---第9部分]]></title><link>https://blog.youkuaiyun.com/bububububuDDD/article/details/157067796</link><guid>https://blog.youkuaiyun.com/bububububuDDD/article/details/157067796</guid><author>bububububuDDD</author><pubDate>Mon, 19 Jan 2026 04:56:12 +0800</pubDate><description><![CDATA[—为 Echo 注入生命力。]]></description><category></category></item><item><title><![CDATA[虚幻5---第八部分]]></title><link>https://blog.youkuaiyun.com/bububububuDDD/article/details/156914714</link><guid>https://blog.youkuaiyun.com/bububububuDDD/article/details/156914714</guid><author>bububububuDDD</author><pubDate>Sat, 17 Jan 2026 01:25:22 +0800</pubDate><description><![CDATA[—给 Echo 来点个性造型。]]></description><category></category></item><item><title><![CDATA[虚幻5---第七部分]]></title><link>https://blog.youkuaiyun.com/bububububuDDD/article/details/156870903</link><guid>https://blog.youkuaiyun.com/bububububuDDD/article/details/156870903</guid><author>bububububuDDD</author><pubDate>Tue, 13 Jan 2026 22:40:21 +0800</pubDate><description><![CDATA[—创建Pawn类。]]></description><category></category></item><item><title><![CDATA[虚幻5---第六部分]]></title><link>https://blog.youkuaiyun.com/bububububuDDD/article/details/156803243</link><guid>https://blog.youkuaiyun.com/bububububuDDD/article/details/156803243</guid><author>bububububuDDD</author><pubDate>Mon, 12 Jan 2026 17:53:39 +0800</pubDate><description><![CDATA[UPROPERTY（）的各种类型。在C++里创建新的组件，要先创建一个默认子类对象。]]></description><category></category></item><item><title><![CDATA[虚幻5---第五部分]]></title><link>https://blog.youkuaiyun.com/bububububuDDD/article/details/156721337</link><guid>https://blog.youkuaiyun.com/bububububuDDD/article/details/156721337</guid><author>bububububuDDD</author><pubDate>Sat, 10 Jan 2026 17:15:47 +0800</pubDate><description><![CDATA[—将调试宏保存在独立文件中。]]></description><category></category></item><item><title><![CDATA[虚幻5---第四部分]]></title><link>https://blog.youkuaiyun.com/bububububuDDD/article/details/156687647</link><guid>https://blog.youkuaiyun.com/bububububuDDD/article/details/156687647</guid><author>bububububuDDD</author><pubDate>Wed, 07 Jan 2026 15:22:34 +0800</pubDate><description><![CDATA[推荐window系统上，使用Visual Studio 2022。]]></description><category></category></item><item><title><![CDATA[虚幻5---第三部分]]></title><link>https://blog.youkuaiyun.com/bububububuDDD/article/details/156655185</link><guid>https://blog.youkuaiyun.com/bububububuDDD/article/details/156655185</guid><author>bububububuDDD</author><pubDate>Wed, 07 Jan 2026 14:07:28 +0800</pubDate><description><![CDATA[标量(Scalar)表示你距离零点的距离。在XY坐标系上，XY分别代表你在X/Y轴上与零点(0,0)的距离。同理XYZ坐标也是如此。零点为（0，0，0）。]]></description><category></category></item><item><title><![CDATA[虚幻5---第二部分]]></title><link>https://blog.youkuaiyun.com/bububububuDDD/article/details/156435752</link><guid>https://blog.youkuaiyun.com/bububububuDDD/article/details/156435752</guid><author>bububububuDDD</author><pubDate>Tue, 06 Jan 2026 18:01:30 +0800</pubDate><description><![CDATA[在场景渲染数据计算好后（比如帧率正常），可以通过后期处理体积来加一些额外的后期处理特效。所以，后期处理体积可以改变场景的显示效果。改变**遇到的意外问题：**没有在设置里面搜索到对应变量，可能是因为你的对象选错了。**原因以及解决方法：**选择对象错了，错误的对象里面没有该变量。检查对象选择。]]></description><category></category></item><item><title><![CDATA[二叉树部分题目以及个人理解（持续更新）]]></title><link>https://blog.youkuaiyun.com/bububububuDDD/article/details/142794876</link><guid>https://blog.youkuaiyun.com/bububububuDDD/article/details/142794876</guid><author>bububububuDDD</author><pubDate>Wed, 09 Oct 2024 21:27:59 +0800</pubDate><description><![CDATA[【代码】二叉树部分题目以及个人理解（持续更新）]]></description><category></category></item><item><title><![CDATA[哈希部分题目以及个人理解(持续更新）]]></title><link>https://blog.youkuaiyun.com/bububububuDDD/article/details/142766772</link><guid>https://blog.youkuaiyun.com/bububububuDDD/article/details/142766772</guid><author>bububububuDDD</author><pubDate>Tue, 08 Oct 2024 21:32:45 +0800</pubDate><description><![CDATA[1、关于unordered_map和unordered_set说法错误的是（）A.它们中存储元素的类型不同，unordered_map存储键值对，而unordered_set中只存储keyB.它们的底层结构相同，都使用哈希桶C.它们查找的时间复杂度平均都是O(1)D.它们在进行元素插入时，都得要通过key的比较去找待插入元素的位置2、关于map和unordered_map说法不正确的是（）A.它们中都存储的键值对。]]></description><category></category></item><item><title><![CDATA[【map和set的部分题目】]]></title><link>https://blog.youkuaiyun.com/bububububuDDD/article/details/142757139</link><guid>https://blog.youkuaiyun.com/bububububuDDD/article/details/142757139</guid><author>bububububuDDD</author><pubDate>Tue, 08 Oct 2024 17:04:00 +0800</pubDate><description><![CDATA[C.因为map和set的底层数据结构相同，因此在实现时set底层实际存储的是的键值对。A.map的查询效率是O(log_2N)，因为其底层使用的是二叉搜索树。B.map和unordered_map都是C++11提供的关联式容器。B.map和set查询的时间复杂度都是O(log_2N)D.set默认是升序，因为其默认是按照大于的方式比较的。A.map中存储的是键值对，set中只储存了key。D.map和set底层都是使用红黑树实现的。C.map中的有序只能是升序，不能是降序。]]></description><category></category></item><item><title><![CDATA[C++详解------vector]]></title><link>https://blog.youkuaiyun.com/bububububuDDD/article/details/139214425</link><guid>https://blog.youkuaiyun.com/bububububuDDD/article/details/139214425</guid><author>bububububuDDD</author><pubDate>Mon, 27 May 2024 17:55:31 +0800</pubDate><description><![CDATA[vector的文档介绍vector是表示可变大小数组的序列容器。就像数组一样，vector也采用的连续存储空间来存储元素。也就是意味着可以采用下标对vector的元素进行访问，和数组一样高效。但是又不像数组，它的大小是可以动态改变的，而且它的大小会被容器自动处理。本质讲，vector使用动态分配数组来存储它的元素。当新元素插入时候，这个数组需要被重新分配大小为了增加存储空间。其做法是，分配一个新的数组，然后将全部元素移到这个数组。]]></description><category></category></item><item><title><![CDATA[C++详解------string类]]></title><link>https://blog.youkuaiyun.com/bububububuDDD/article/details/139198765</link><guid>https://blog.youkuaiyun.com/bububububuDDD/article/details/139198765</guid><author>bububububuDDD</author><pubDate>Sat, 25 May 2024 20:57:46 +0800</pubDate><description><![CDATA[如果对象中管理资源，最后就会导致多个对象共享同一份资源，当一个对象销毁时就会将该资源释放掉，而此时另一些对象不知道该资源已经被释放，以为还有效，所以 当继续对资源进项操作时，就会发生发生了访问违规。说明：上述string类没有显式定义其拷贝构造函数与赋值运算符重载，此时编译器会合成默认的，当用s1构造s2时，编译器会调用默认的拷贝构造。在OJ中，与字符串相关的问题通常以string类的形式呈现，而在日常工作中，为了简便和效率，大多数人更倾向于使用string类而非C库中的字符串操作函数。]]></description><category></category></item></channel></rss>