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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
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```c++
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COREUOBJECT_API DECLARE_LOG_CATEGORY_EXTERN(LogGarbage, Warning, All);
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```
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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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控制台命令 ` Log LogGarbage Log` 也可以调整对应 log 的详细程度
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#### 针对 StaticMeshComponent 的 GC 分析
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ActorComponent:AssetUserData
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SceneComponent:AttachParent,AttachChildren,ClientAttachedChildren
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PrimitiveComponent:RuntimeVirtualTextures,MoveIgnoreActors,MoveIgnoreComponents,PhysMaterialOverride(在 body instance 中的引用),LODParentPrimitive,
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MeshComponent:OverrideMaterials,OverlayMaterial
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StaticMeshComponent:StaticMesh
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#### Actor 的引用分析
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Actor:AttachmentReplication 中两个,Owner,InputComponent,Instigator,Children,RootComponent,BlueprintCreatedComponents
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**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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