<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[qq_44924388的博客]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/qq_44924388</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; qq_44924388]]></copyright><item><title><![CDATA[Unreal Engine 5 C++ Advanced Action RPG 十一章笔记]]></title><link>https://blog.youkuaiyun.com/qq_44924388/article/details/145261840</link><guid>https://blog.youkuaiyun.com/qq_44924388/article/details/145261840</guid><author>qq_44924388</author><pubDate>Wed, 22 Jan 2025 14:52:13 +0800</pubDate><description><![CDATA[笔记。]]></description><category></category></item><item><title><![CDATA[Unreal Engine 5 C++ Advanced Action RPG 十章笔记]]></title><link>https://blog.youkuaiyun.com/qq_44924388/article/details/145227816</link><guid>https://blog.youkuaiyun.com/qq_44924388/article/details/145227816</guid><author>qq_44924388</author><pubDate>Mon, 20 Jan 2025 14:12:52 +0800</pubDate><description><![CDATA[笔记]]></description><category></category></item><item><title><![CDATA[Unreal Engine 5 C++ Advanced Action RPG 九章笔记]]></title><link>https://blog.youkuaiyun.com/qq_44924388/article/details/145146580</link><guid>https://blog.youkuaiyun.com/qq_44924388/article/details/145146580</guid><author>qq_44924388</author><pubDate>Sat, 18 Jan 2025 15:09:50 +0800</pubDate><description><![CDATA[这节课解决冷却时间的更新，传统方法是通过EventTick去进行每帧计算但是这样会让图标很乱，因此提出自定义Latent事件节点方法理论首先定义Latent事件函数需要的输入输出引脚Enum定义Latent事件函数运行结果。]]></description><category></category></item><item><title><![CDATA[Unreal Engine 5 C++ Advanced Action RPG 八章笔记]]></title><link>https://blog.youkuaiyun.com/qq_44924388/article/details/145097579</link><guid>https://blog.youkuaiyun.com/qq_44924388/article/details/145097579</guid><author>qq_44924388</author><pubDate>Tue, 14 Jan 2025 20:03:35 +0800</pubDate><description><![CDATA[Unreal Engine 5 C++ Advanced Action RPG 八章笔记。]]></description><category></category></item><item><title><![CDATA[Unreal Engine 5 C++ Advanced Action RPG 七章笔记]]></title><link>https://blog.youkuaiyun.com/qq_44924388/article/details/145075559</link><guid>https://blog.youkuaiyun.com/qq_44924388/article/details/145075559</guid><author>qq_44924388</author><pubDate>Sun, 12 Jan 2025 19:15:42 +0800</pubDate><description><![CDATA[第七章 Ranged Enemy
2-Ranged Enemy Starting Weapon

制作新敌人的流程准备

新敌人的武器
起始的状态数据
自己的战斗能力
投射能力
自己的行为树



创建角色，添加武器，添加数据，就是继承之前的基类敌人的




运行结果


3-Glacer Starting Stats

看看就行，就是复制曲线表格更改数据




4-Glacer Hit React

关于材质，看看就行

5-Ranged Behavior Tree(这节课解决了翻滚运动扭曲对墙会有b]]></description><category></category></item><item><title><![CDATA[Unreal Engine 5 C++ Advanced Action RPG 六章笔记]]></title><link>https://blog.youkuaiyun.com/qq_44924388/article/details/144989704</link><guid>https://blog.youkuaiyun.com/qq_44924388/article/details/144989704</guid><author>qq_44924388</author><pubDate>Sat, 11 Jan 2025 12:25:54 +0800</pubDate><description><![CDATA[讲解一下AbilityTask构建一个能力任务我们需要三件事首先需要一个静态函数来构造此注释有这个静态函数的输入对输出，有可分配代表的蓝图创建一个AbilityTask类定义这个任务所需的变量与函数逻辑运行结果。]]></description><category></category></item><item><title><![CDATA[Unreal Engine 5 C++ Advanced Action RPG 五章笔记]]></title><link>https://blog.youkuaiyun.com/qq_44924388/article/details/144856274</link><guid>https://blog.youkuaiyun.com/qq_44924388/article/details/144856274</guid><author>qq_44924388</author><pubDate>Tue, 07 Jan 2025 17:24:39 +0800</pubDate><description><![CDATA[构建原生BT任务为什么要为任务节点结构分配内存：是为了确保每个行为树实例在运行时有独立的状态数据，这在多线程或多实例环境中尤为重要。结果。]]></description><category></category></item><item><title><![CDATA[Unreal Engine 5 C++ Advanced Action RPG 三、四章笔记]]></title><link>https://blog.youkuaiyun.com/qq_44924388/article/details/143135180</link><guid>https://blog.youkuaiyun.com/qq_44924388/article/details/143135180</guid><author>qq_44924388</author><pubDate>Tue, 31 Dec 2024 19:30:35 +0800</pubDate><description><![CDATA[问题一：加载图标时会显示带有白色背景的空白图像。发生这种情况的原因是因为我们异步加载图标。图标本身没有加载到我们需要的框架。异步加载在几帧后完成。而且这个问题本身并不是每次我们在编辑器中进行游戏测试时都会出现，只有在我们第一次打开编辑器时才会出现，之后图标就会被加载,就不会再出现这个问题了。这里有两种解决方法这里使用第一种方法，创建一个自定义事件，让我们自己手动加载这个弱引用纹理，然后在此事件构造中调用此函数，在启动时隐藏图像图标小部件。然后更新一下角色的UI组件里面的这个委托。]]></description><category></category></item><item><title><![CDATA[高级AI记录笔记（五）]]></title><link>https://blog.youkuaiyun.com/qq_44924388/article/details/143935397</link><guid>https://blog.youkuaiyun.com/qq_44924388/article/details/143935397</guid><author>qq_44924388</author><pubDate>Tue, 26 Nov 2024 15:54:36 +0800</pubDate><description><![CDATA[【代码】高级AI记录笔记（五）]]></description><category></category></item><item><title><![CDATA[高级AI记录笔记（四）]]></title><link>https://blog.youkuaiyun.com/qq_44924388/article/details/143848323</link><guid>https://blog.youkuaiyun.com/qq_44924388/article/details/143848323</guid><author>qq_44924388</author><pubDate>Thu, 21 Nov 2024 10:41:06 +0800</pubDate><description><![CDATA[新建一个查找玩家最后消失的位置行为树重写一下注视任务当前Seeking行为树在近战AI行为树中运行，这又AI会追寻玩家到最后消失点位置新建一个EQS添加一个路径测试用来丢弃距离AI太远的点添加追踪测试，来确定AI是否看到面前关卡中的玩家，看到的点就不用去巡逻运用EQS，进行5次EQS巡逻然后设置一下AI控制器中视线感官忘记最后目标的时间。]]></description><category></category></item><item><title><![CDATA[高级AI记录笔记（三）]]></title><link>https://blog.youkuaiyun.com/qq_44924388/article/details/143722266</link><guid>https://blog.youkuaiyun.com/qq_44924388/article/details/143722266</guid><author>qq_44924388</author><pubDate>Mon, 18 Nov 2024 10:55:23 +0800</pubDate><description><![CDATA[伤害系统]]></description><category></category></item><item><title><![CDATA[高级AI记录笔记（二）]]></title><link>https://blog.youkuaiyun.com/qq_44924388/article/details/143579182</link><guid>https://blog.youkuaiyun.com/qq_44924388/article/details/143579182</guid><author>qq_44924388</author><pubDate>Tue, 12 Nov 2024 19:41:05 +0800</pubDate><description><![CDATA[【代码】高级AI记录笔记（二）]]></description><category></category></item><item><title><![CDATA[高级AI记录笔记（一）]]></title><link>https://blog.youkuaiyun.com/qq_44924388/article/details/143434742</link><guid>https://blog.youkuaiyun.com/qq_44924388/article/details/143434742</guid><author>qq_44924388</author><pubDate>Wed, 06 Nov 2024 16:03:17 +0800</pubDate><description><![CDATA[添加一个可以让感官知道Actor的函数，首先获取到Actor的感官信息，然后进行遍历它受到刺激的感官，然后与当前AI有的感官进行匹配，如果有，就返回成功与当前感官刺激物。如果检测到自己的斧头Actor那就加标签，只检测玩家标签。添加一个函数用来执行视觉感官看到玩家就开始攻击。添加一个枚举作为AI感官的状态。通过感官更新时事件，]]></description><category></category></item><item><title><![CDATA[UE5 C++调试技巧]]></title><link>https://blog.youkuaiyun.com/qq_44924388/article/details/137888593</link><guid>https://blog.youkuaiyun.com/qq_44924388/article/details/137888593</guid><author>qq_44924388</author><pubDate>Thu, 10 Oct 2024 09:58:30 +0800</pubDate><description><![CDATA[UE_LOG自定义标签，首先在.h文件中声明自定义标签，使用宏定义。面试题：FString、FText、FName区别。]]></description><category></category></item><item><title><![CDATA[虚幻引擎GAS入门学习笔记(二)]]></title><link>https://blog.youkuaiyun.com/qq_44924388/article/details/142742751</link><guid>https://blog.youkuaiyun.com/qq_44924388/article/details/142742751</guid><author>qq_44924388</author><pubDate>Wed, 09 Oct 2024 22:32:55 +0800</pubDate><description><![CDATA[MVC框架、回血。冲刺。激光。]]></description><category></category></item><item><title><![CDATA[虚幻引擎GAS入门学习笔记(一)]]></title><link>https://blog.youkuaiyun.com/qq_44924388/article/details/142701531</link><guid>https://blog.youkuaiyun.com/qq_44924388/article/details/142701531</guid><author>qq_44924388</author><pubDate>Mon, 07 Oct 2024 16:43:47 +0800</pubDate><description><![CDATA[GAS]]></description><category></category></item><item><title><![CDATA[技术美术（9.10 And 9.17）高级光照技术]]></title><link>https://blog.youkuaiyun.com/qq_44924388/article/details/141717361</link><guid>https://blog.youkuaiyun.com/qq_44924388/article/details/141717361</guid><author>qq_44924388</author><pubDate>Tue, 17 Sep 2024 11:28:08 +0800</pubDate><description><![CDATA[SH球谐光照：从图像中提取漫反射信息，储存为一系列参数然后在Shader里面还原。]]></description><category></category></item><item><title><![CDATA[技术美术（8.17~8.19）阴影贴图、视差技术、色调映射]]></title><link>https://blog.youkuaiyun.com/qq_44924388/article/details/141166886</link><guid>https://blog.youkuaiyun.com/qq_44924388/article/details/141166886</guid><author>qq_44924388</author><pubDate>Mon, 19 Aug 2024 15:51:39 +0800</pubDate><description><![CDATA[【代码】技术美术（8.17~8.19）]]></description><category></category></item><item><title><![CDATA[Blender新手入门笔记收容所（二）]]></title><link>https://blog.youkuaiyun.com/qq_44924388/article/details/140247703</link><guid>https://blog.youkuaiyun.com/qq_44924388/article/details/140247703</guid><author>qq_44924388</author><pubDate>Sun, 18 Aug 2024 16:57:27 +0800</pubDate><description><![CDATA[花朵上色，多材质上色，给物体总体上色后，进入编辑模式然后选择花心L全选面，然后新建一个材质进行选定。苔藓，当纹理不对的时候，要看UV自然展开的方式对不对，不对就只能展开一下。不共有UV，下面的渐变用物体才能体现渐变，上面使用UV，免得出现问题。，所以白色树纹的地方为1不变，黑色树纹为0的地方就是斑马纹1的了。蒙皮树-载入PBR材质上色，先将其转换为网格。树纹图片是一张黑白纹理图片，在计算机中。，混合节点就像虚幻里面的Lerp一样，安装NodeWrangler插件的好处。计算机里面是通过法相来计算机凹凸的。]]></description><category></category></item><item><title><![CDATA[技术美术（8.11~8.13）光照模型与法线贴图]]></title><link>https://blog.youkuaiyun.com/qq_44924388/article/details/140993146</link><guid>https://blog.youkuaiyun.com/qq_44924388/article/details/140993146</guid><author>qq_44924388</author><pubDate>Tue, 13 Aug 2024 16:15:01 +0800</pubDate><description><![CDATA[【代码】技术美术（8.11~8.13）]]></description><category></category></item></channel></rss>