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lines changed Original file line number Diff line number Diff line change 1+ 每个 Log 有自己的详细程度,例如下面的定义表示 warning 级别的 log 才会输出
2+ ``` c++
3+ COREUOBJECT_API DECLARE_LOG_CATEGORY_EXTERN (LogGarbage, Warning, All);
4+ ```
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6+ 文档 [Logging in Unreal](https://dev.epicgames.com/documentation/en-us/unreal-engine/logging-in-unreal-engine) 中谈到可以使用命令行 `-LogCmds="LogDerivedDataCache Verbose"` 来设置输出 log 的详细程度
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8+ 控制台命令 ` Log LogGarbage Log` 也可以调整对应 log 的详细程度
9+ #### 针对 StaticMeshComponent 的 GC 分析
10+ ActorComponent:AssetUserData
11+ SceneComponent:AttachParent,AttachChildren,ClientAttachedChildren
12+ PrimitiveComponent:RuntimeVirtualTextures,MoveIgnoreActors,MoveIgnoreComponents,PhysMaterialOverride(在 body instance 中的引用),LODParentPrimitive,
13+ MeshComponent:OverrideMaterials,OverlayMaterial
14+ StaticMeshComponent:StaticMesh
15+ #### Actor 的引用分析
16+ Actor:AttachmentReplication 中两个,Owner,InputComponent,Instigator,Children,RootComponent,BlueprintCreatedComponents
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19+ **我们是否要区分 uproperty 是为了保持引用对象不被 GC 还是为了保证对象被 GC 时引用会被置空**
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