<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[sin1470的博客]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/sin1470</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; sin1470]]></copyright><item><title><![CDATA[UE5学习笔记——第三方库的坑——Check]]></title><link>https://blog.youkuaiyun.com/sin1470/article/details/158430395</link><guid>https://blog.youkuaiyun.com/sin1470/article/details/158430395</guid><author>sin1470</author><pubDate>Thu, 26 Feb 2026 19:41:07 +0800</pubDate><description><![CDATA[因为UE5本身的check是用宏定义的全局实现 而基本每个第三方库都会有自己的check实现。在第三方库check的定义前添加 #undef check屏蔽UE的check宏。以保证在第三方库本身的作用域下用第三方库本身的check。再在该文件的结尾处重新启用 UE的check。网上的做法为简单粗暴的注释掉。在集成的时候会出现冲突。进行一大堆胡乱的报错。]]></description><category></category></item><item><title><![CDATA[UE5学习笔记——自定义碰撞通道]]></title><link>https://blog.youkuaiyun.com/sin1470/article/details/155459927</link><guid>https://blog.youkuaiyun.com/sin1470/article/details/155459927</guid><author>sin1470</author><pubDate>Mon, 01 Dec 2025 19:29:04 +0800</pubDate><description><![CDATA[]]></description><category></category></item><item><title><![CDATA[UE5Paper2D——踩坑笔记]]></title><link>https://blog.youkuaiyun.com/sin1470/article/details/153595950</link><guid>https://blog.youkuaiyun.com/sin1470/article/details/153595950</guid><author>sin1470</author><pubDate>Sun, 19 Oct 2025 22:51:15 +0800</pubDate><description><![CDATA[1.对于继承PaperFlipbookActor的类，在重写BeginPlay的时候必须添加。否则会导致FlipBook在游戏开始时卡在第一帧。]]></description><category></category></item><item><title><![CDATA[UE5学习笔记——2D——锁定平面移动]]></title><link>https://blog.youkuaiyun.com/sin1470/article/details/151878954</link><guid>https://blog.youkuaiyun.com/sin1470/article/details/151878954</guid><author>sin1470</author><pubDate>Sat, 20 Sep 2025 01:21:11 +0800</pubDate><description><![CDATA[在MovementComponent中有平面移动选项可以有效的限沿某个轴的移动。]]></description><category></category></item><item><title><![CDATA[UE5学习笔记——RPC——属性同步结合UserWidget]]></title><link>https://blog.youkuaiyun.com/sin1470/article/details/149868806</link><guid>https://blog.youkuaiyun.com/sin1470/article/details/149868806</guid><author>sin1470</author><pubDate>Sun, 03 Aug 2025 01:40:56 +0800</pubDate><description><![CDATA[注意：以下举例的网络同步函数实现都是不正确的（正确实现应该是在.h声明，在.cpp文件实现，函数名_Implementation（））]]></description><category></category></item><item><title><![CDATA[UE5学习笔记——代码中文，编辑器乱码]]></title><link>https://blog.youkuaiyun.com/sin1470/article/details/149673793</link><guid>https://blog.youkuaiyun.com/sin1470/article/details/149673793</guid><author>sin1470</author><pubDate>Sat, 26 Jul 2025 22:53:43 +0800</pubDate><description><![CDATA[下载安装完成后 保存一下包含中文的文件（Ctrl+S）即可。在扩展下载Force UTF-8。]]></description><category></category></item><item><title><![CDATA[UE5学习笔记——RPC——函数调用网络同步]]></title><link>https://blog.youkuaiyun.com/sin1470/article/details/149668266</link><guid>https://blog.youkuaiyun.com/sin1470/article/details/149668266</guid><author>sin1470</author><pubDate>Sat, 26 Jul 2025 16:35:13 +0800</pubDate><description><![CDATA[结果：无法成功调用OnCharacterInteractive函数（PlayerController或控制的Actor。步骤在客户端对Hoe调用Interactive。：把Hoe中的交互方式声明为Server。Controller控制的Actor。玩家控制器控制的Character。发起，不可由其他的Actor发起。原因：在客户端的Hoe是一个。客户端的Controller。被声明为Server的函数。搞得我都有点怀疑人生了。中声明Server函数。客户端本地的复制代理。原因：UE中只能通过。]]></description><category></category></item><item><title><![CDATA[交叉编译X264 configure报错]]></title><link>https://blog.youkuaiyun.com/sin1470/article/details/148920637</link><guid>https://blog.youkuaiyun.com/sin1470/article/details/148920637</guid><author>sin1470</author><pubDate>Thu, 26 Jun 2025 10:54:05 +0800</pubDate><description><![CDATA[安装yasm nasm build-essential。未找到strings命令。]]></description><category></category></item><item><title><![CDATA[ue5笔记——Session多人联机]]></title><link>https://blog.youkuaiyun.com/sin1470/article/details/147655991</link><guid>https://blog.youkuaiyun.com/sin1470/article/details/147655991</guid><author>sin1470</author><pubDate>Thu, 01 May 2025 21:51:50 +0800</pubDate><description><![CDATA[创建对话后需要紧接着打开一个关卡，打开关卡的Options必须有Listen不然会默认单机，客户端连接会提示成功但不会加载关卡。]]></description><category></category></item><item><title><![CDATA[ue5笔记—— 控制绑定 制作鱼，绳类]]></title><link>https://blog.youkuaiyun.com/sin1470/article/details/147017675</link><guid>https://blog.youkuaiyun.com/sin1470/article/details/147017675</guid><author>sin1470</author><pubDate>Thu, 01 May 2025 21:42:13 +0800</pubDate><description><![CDATA[]]></description><category></category></item><item><title><![CDATA[UE5.2自定义Slate控件步骤]]></title><link>https://blog.youkuaiyun.com/sin1470/article/details/143720570</link><guid>https://blog.youkuaiyun.com/sin1470/article/details/143720570</guid><author>sin1470</author><pubDate>Wed, 20 Nov 2024 16:24:41 +0800</pubDate><description><![CDATA[/获取子控件布局信息//存在子控件就绘制子控件= 0)//获取父控件的可用性//SCompoundWidget只能有一个子控件//控件格式#endif。]]></description><category></category></item><item><title><![CDATA[ue4.27+OpenCV+Android]]></title><link>https://blog.youkuaiyun.com/sin1470/article/details/142096768</link><guid>https://blog.youkuaiyun.com/sin1470/article/details/142096768</guid><author>sin1470</author><pubDate>Tue, 10 Sep 2024 14:50:08 +0800</pubDate><description><![CDATA[记录引入第三方库OpenCV的坑，项目需要在UE4.27项目中集成OpenCV4.8并打包安卓。]]></description><category></category></item></channel></rss>