联机版实现,先备份
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@ -47,8 +47,8 @@ UClass* UBusyGamePlayLibrary::GetGameUIClass(const FString& ClassName){
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return Class ? Class->Get() : nullptr;
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}
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UWorld* UBusyGamePlayLibrary::K2_GetWorld(UObject* obj){
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return Cast<UWorld>(obj->GetOuter());
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UWorld* UBusyGamePlayLibrary::K2_GetWorld(const UObject* obj){
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return obj->GetWorld();
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}
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bool UBusyGamePlayLibrary::GetLevelBaseConfig(const FName& RowName, FBusyLevelBaseConfig& RowData){
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@ -84,7 +84,6 @@ bool UBusyGamePlayLibrary::GetCookMaterialStateConfig(const FName& RowName, FBus
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}
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FLuaBPVar UBusyGamePlayLibrary::CreateTextureBuffer(UObject* WorldContextObject){
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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auto DataTexture = UTexture2D::CreateTransient(512, 1, PF_R32_FLOAT);
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DataTexture->Filter = TF_Trilinear;
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DataTexture->AddressX = TA_Clamp;
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@ -94,15 +93,12 @@ FLuaBPVar UBusyGamePlayLibrary::CreateTextureBuffer(UObject* WorldContextObject)
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}
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void UBusyGamePlayLibrary::UpdateTextureBuffer(UTexture2D *DataTexture, TArray<float> FloatData){
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ա<EFBFBD>д<EFBFBD><D0B4>
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DataTexture->GetPlatformData()->Mips[0];
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FTexture2DMipMap& Mip = DataTexture->GetPlatformData()->Mips[0];
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void* Data = Mip.BulkData.Lock(LOCK_READ_WRITE);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݸ<EFBFBD><DDB8>Ƶ<EFBFBD><C6B5><EFBFBD><EFBFBD><EFBFBD>
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FMemory::Memcpy(Data, FloatData.GetData(), FloatData.Num() * sizeof(float));
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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Mip.BulkData.Unlock();
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DataTexture->UpdateResource();
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}
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