UE4之Exec命令

发布时间 2023-05-01 00:04:35作者: 可可西

Exec命令是大小写不敏感

FParse::Param用来解析形如-xx的参数  如:FParse::Command(&Cmd,TEXT("CDODump"))  // const TCHAR* Cmd  注:解析成功后Cmd变量会将"CDODump"参数去除

FParse::Value用来解析形如key=value-key=value的参数   如:FParse::Value(Cmd, TEXT("CULTURE="), CultureName) // const TCHAR* Cmd

FParse::Token用来读取一个参数  如:FParse::Token(Cmd, 0)  // const TCHAR* Cmd   注:执行后Cmd变量会去除一个参数

 

在控制台中可以执行Exec命令,这些命令在引擎框架的触发逻辑为:

APlayerController::ConsoleCommand
    ULocalPlayer::Exec
        UGameViewportClient::Exec
            UGameViewportClient(UObject::ProcessConsoleExec)
            UGameInstance::Exec
            UGameInstance(UObject::ProcessConsoleExec)
            +UGameEngine::Exec : UEngine::Exec
            |   UWorld::Exec 
            |   AGameModeBase(UObject::ProcessConsoleExec)
            |   UEngine::Exec
            |   UPlatformInterfaceBase::StaticExec
            +UEditorEngine::Exec : UEngine::Exec
            |   UEditorEngine::SafeExec
            |   UWorld::Exec
            |   UEngine::Exec
            |   FBlueprintEditorUtils::KismetDiagnosticExec
        UPlayer::Exec
            UWorld::Exec
            UPlayerInput(UObject::ProcessConsoleExec)
            APlayerController(UObject::ProcessConsoleExec)
            APawn(UObject::ProcessConsoleExec)
            AHUD(UObject::ProcessConsoleExec)
            AGameModeBase(UObject::ProcessConsoleExec)
            UCheatManager(UObject::ProcessConsoleExec)
            AGameStateBase(UObject::ProcessConsoleExec)
            APlayerCameraManager(UObject::ProcessConsoleExec)


// UWorld::Exec    
UWorld::Exec
    FPhysicsInterface::ExecPhysCommands

// UEngine::Exec
UEngine::Exec
    StaticExec
        FStaticSelfRegisteringExec::Exec
            FStaticSelfRegisteringExec FSocketSubsystemExecs(SocketSubsystemCommandHandler)
            FStaticSelfRegisteringExec CompatExecRegistration(CompatExec)
            FStaticSelfRegisteringExec RendererExecRegistration(RendererExec)
            FStaticSelfRegisteringExec NetDriverExecRegistration(NetDriverExec)
            FStaticSelfRegisteringExec FURLTests(URLSerializationTests)
            FStaticSelfRegisteringExec OnlineExecRegistration(OnlineExec)
            FStaticSelfRegisteringExec FuncTestExecRegistration(FuncTestExec)
        FSelfRegisteringExec::StaticExec
            FLogSuppressionImplementation::Exec
            FStatCmdCore::Exec
                DirectStatsCommand
            FScriptAuditExec::Exec
            FNavigationSystemExec::Exec
            FNavigationGeomExec::Exec
            FFiBDumpIndexCacheToFileExecHelper::Exec
            FCollisionExec::Exec
            FEmbeddedCommunicationExec::Exec
            FStatCmdEngine::Exec
            FCDODump::Exec
            FLogVisualizerExec::Exec
            FModuleManager::Exec
            FNetworkPlatformFile::Exec
            FAISystemExec::Exec
            FVulkanCommandsHelper::Exec
            FHttpModule::Exec
            FSslModule::Exec
            FXmppModule::Exec
            UAvoidanceManager::Exec
            FLinkerManager::Exec
            UEnvQueryManager::Exec
            FMessagingModule::Exec
            FAutomationExecCmd::Exec
            FMediaAssetsModule::Exec
            FNetworkReplayStreaming::Exec
            FTcpMessagingModule::Exec
            FUdpMessagingModule::Exec
            FHotReloadModule::Exec
            FSessionServicesModule::Exec
            FVoiceModule::Exec
            FSequenceRecorderModule::Exec
            UEnvQueryManager::Exec
    GDebugToolExec->Exec(FExec* GDebugToolExec)
    GMalloc->Exec(FMalloc* GMalloc)
    GSystemSettings.Exec(FSystemSettings GSystemSettings)
    FAudioDevice::Exec
    FPlatformMisc::Exec
    FLowLevelMemTracker::Get().Exec(FLowLevelMemTracker)
    IConsoleManager::Get().ProcessUserConsoleInput
    IStreamingManager::Get().Exec

 

FExec

FExec类型派生并重写Exec函数

virtual bool Exec(UWorld* InWorld, const TCHAR* Cmd, FOutputDevice& Ar) override;

 

FSelfRegisteringExec

FSelfRegisteringExec是从FExec派生的。

FSelfRegisteringExec派生的类型的对象,在构造函数中会将自身注册到FSelfRegisteredExecArray静态数组中

/** UnrealEngine\Engine\Source\Runtime\Core\Private\Misc\CoreMisc.cpp */
using FSelfRegisteredExecArray = TArray<FSelfRegisteringExec*, TInlineAllocator<8>>;

FSelfRegisteredExecArray& GetExecRegistry()
{
    static FSelfRegisteredExecArray Execs;
    return Execs;
}

/** Constructor, registering this instance. */
FSelfRegisteringExec::FSelfRegisteringExec()
{
    GetExecRegistry().Add( this );
}

/** Destructor, unregistering this instance. */
FSelfRegisteringExec::~FSelfRegisteringExec()
{
    verify(GetExecRegistry().Remove( this ) == 1 );
}

 

StaticExec全局函数会调用FSelfRegisteringExec::StaticExec静态函数,来遍历FSelfRegisteredExecArray静态数组,执行里面对象的Exec函数

bool FSelfRegisteringExec::StaticExec( UWorld* InWorld, const TCHAR* Cmd, FOutputDevice& Ar )
{
    for (FSelfRegisteringExec* Exe : GetExecRegistry())
    {
        if (Exe->Exec( InWorld, Cmd,Ar ))
        {
            return true;
        }
    }

    return false;
}

 

堆栈如下:

>    UE4Editor-Engine-Win64-Debug.dll!FCDODump::Exec(UWorld * InWorld=0x0000026f8514a080, const wchar_t * Cmd=0x0000026f80190860, FOutputDevice & Ar={...}) Line 11348    C++
     UE4Editor-Core-Win64-Debug.dll!FSelfRegisteringExec::StaticExec(UWorld * InWorld=0x0000026f8514a080, const wchar_t * Cmd=0x0000026f80190860, FOutputDevice & Ar={...}) Line 66    C++
     UE4Editor-CoreUObject-Win64-Debug.dll!StaticExec(UWorld * InWorld=0x0000026f8514a080, const wchar_t * Cmd=0x0000026f80190860, FOutputDevice & Ar={...}) Line 4356    C++
     UE4Editor-Engine-Win64-Debug.dll!UEngine::Exec(UWorld * InWorld=0x0000026f8514a080, const wchar_t * Cmd=0x0000026f80190860, FOutputDevice & Ar={...}) Line 3958    C++
     UE4Editor-Engine-Win64-Debug.dll!UGameEngine::Exec(UWorld * InWorld=0x0000026f8514a080, const wchar_t * Cmd=0x0000026f80190860, FOutputDevice & Ar={...}) Line 1575    C++
     UE4Editor-Engine-Win64-Debug.dll!UGameViewportClient::Exec(UWorld * InWorld=0x0000026f8514a080, const wchar_t * Cmd=0x0000026f80190860, FOutputDevice & Ar={...}) Line 2924    C++
     UE4Editor-Engine-Win64-Debug.dll!ULocalPlayer::Exec(UWorld * InWorld=0x0000026f8514a080, const wchar_t * Cmd=0x0000026f80190860, FOutputDevice & Ar={...}) Line 1524    C++
     UE4Editor-Engine-Win64-Debug.dll!UPlayer::ConsoleCommand(const FString & Cmd={...}, bool bWriteToLog=true) Line 51    C++
     UE4Editor-Engine-Win64-Debug.dll!APlayerController::ConsoleCommand(const FString & Cmd={...}, bool bWriteToLog=true) Line 407    C++

 

FStaticSelfRegisteringExec

FStaticSelfRegisteringExec是从FSelfRegisteringExec派生的。

构造FStaticSelfRegisteringExec对象时,需要传入形如:bool (*StaticExecFunc)(UWorld* Inworld, const TCHAR* Cmd,FOutputDevice& Ar)的函数指针,执行Exec函数最后被调用该函数指针

/** UnrealEngine\Engine\Source\Runtime\Core\Private\Misc\CoreMisc.cpp */
FStaticSelfRegisteringExec::FStaticSelfRegisteringExec(bool (*InStaticExecFunc)(UWorld* Inworld, const TCHAR* Cmd,FOutputDevice& Ar))
:    StaticExecFunc(InStaticExecFunc)
{}

bool FStaticSelfRegisteringExec::Exec( UWorld* InWorld, const TCHAR* Cmd, FOutputDevice& Ar )
{
    return (*StaticExecFunc)( InWorld, Cmd,Ar);
}

 

带exec标志的UFUNCTION反射函数

首先,不是写一个UFUNCTION(exec)的函数就能通过输入函数名和参数来执行的,需要在引擎框架的触发逻辑中被显示调用到才行。

UObject::ProcessConsoleExec --》 UObject::CallFunctionByNameWithArguments来通过反射信息查找对应的函数来执行。

/** Handle calling a function by name when executed from the console or a command line */
bool CallFunctionByNameWithArguments( const TCHAR* Cmd, FOutputDevice& Ar, UObject* Executor, bool bForceCallWithNonExec = false );

 

bForceCallWithNonExec为true时,也能调用不带exec标志的UFUNCTION反射函数

CE RemoteEvent OnFinish  // 调用所有ALevelScriptActor的RemoteEvent来执行名为OnFinish事件的逻辑

KE ThirdPersonCharacter_2 K2_SetActorLocation  (X=-1430.003,Y=-190.000,Z=2280.399) false () true  // KISMETEVENT命令与KE命令等价

bool K2_SetActorLocation(FVector NewLocation, bool bSweep, FHitResult& SweepHitResult, bool bTeleport);

 

在引擎框架的触发逻辑中只有以下类型的UFUNCTION(exec)的函数才会被执行:

UGameViewportClient
    void SSSwapControllers() /** Rotates controller ids among gameplayers, useful for testing splitscreen with only one controller. */
    void ShowTitleSafeArea() /** Exec for toggling the display of the title safe area. @deprecated Use the cvar "r.DebugSafeZone.Mode=1" */
    void SetConsoleTarget(int32 PlayerIndex) /** Sets the player which console commands will be executed in the context of. */
UGameInstance
    void DebugCreatePlayer(int32 ControllerId)  /** Debug console command to create a player. */
    void DebugRemovePlayer(int32 ControllerId)  /** Debug console command to remove the player with a given controller ID. */
AGameModeBase
AGameMode
    void Say(const FString& Msg)  /** Exec command to broadcast a string to all players */
UPlayerInput
    void SetMouseSensitivity(const float Sensitivity) /** Sets both X and Y axis sensitivity to the supplied value. */
    void SetBind(FName BindName, const FString& Command) /** Exec function to add a debug exec command */
    void InvertAxisKey(const FKey AxisKey)  /** Exec function to invert an axis key */
    void InvertAxis(const FName AxisName) /** Exec function to invert an axis mapping */
    void ClearSmoothing() /** Exec function to reset mouse smoothing values */
APlayerController
    void EnableCheats() /** Enables cheats within the game */
    void FOV(float NewFOV) /** Set the field of view to NewFOV */ 
    void RestartLevel() /** Restarts the current level */
    void LocalTravel(const FString& URL) /** Causes the client to travel to the given URL */
    void ServerExec(const FString& Msg) /** Executes command on server (non shipping builds only) */
    void Pause() /** Command to try to pause the game. */
    void SetName(const FString& S) /** Tries to set the player's name to the given name. */
    void SwitchLevel(const FString& URL) /** SwitchLevel to the given MapURL. */
    void StartFire(uint8 FireModeNum = 0) /** Fire the player's currently selected weapon with the optional firemode. */
    void ToggleSpeaking(bool bInSpeaking) /** Toggle voice chat on and off */
    void ConsoleKey(FKey Key) /** Console control commands, useful when remote debugging so you can't touch the console the normal way */
    void SendToConsole(const FString& Command)  /** Sends a command to the console to execute if not shipping version */
    void Camera(FName NewMode) /** Change Camera mode */
    void TestServerLevelVisibilityChange(const FName PackageName, const FName FileName) /** It will trigger a ServerUpdateLevelVisibilityCall with the provided package name. */
ADebugCameraController
    void ShowDebugSelectedInfo()  /** Sets whether to show information about the selected actor on the debug camera HUD.t */
APawn
AHUD
    void ShowHUD() /** hides or shows HUD */
    void ShowDebug(FName DebugType = NAME_None)  /** Toggles displaying properties of player's current ViewTarget */
    void ShowDebugToggleSubCategory(FName Category) /** Toggles sub categories of show debug to customize display */
    void ShowDebugForReticleTargetToggle(TSubclassOf<AActor> DesiredClass) /** Toggles 'ShowDebug' from showing debug info between reticle target actor (of subclass <DesiredClass>) and camera view target */
    void NextDebugTarget() /** Cycle to next target in our considered targets list for 'showdebug' */
    void PreviousDebugTarget() /** Cycle to previous target in our considered targets list for 'showdebug' */
UCheatManager
    void FreezeFrame(float Delay) /** Pause the game for Delay seconds. */
    void Teleport()  /* Teleport to surface player is looking at. */
    void ChangeSize(float F)  /* Scale the player's size to be F * default size. */
    void Fly()  /** Pawn can fly. */
    void Walk()  /** Return to walking movement mode from Fly or Ghost cheat. */
    void Ghost() /** Pawn no longer collides with the world, and can fly */
    void God()  /** Invulnerability cheat. */
    void Slomo(float NewTimeDilation) /** Modify time dilation to change apparent speed of passage of time. e.g. "Slomo 0.1" makes everything move very slowly, while "Slomo 10" makes everything move very fast. */
    void DamageTarget(float DamageAmount) /** Damage the actor you're looking at (sourced from the player). */
    void DestroyTarget() /** Destroy the actor you're looking at. */
    void DestroyAll(TSubclassOf<class AActor>  aClass) /** Destroy all actors of class aClass */
    void DestroyAllPawnsExceptTarget()  /** Destroy all pawns except for the (pawn) target.  If no (pawn) target is found we don't destroy anything. */
    void DestroyPawns(TSubclassOf<class APawn> aClass) /** Destroys (by calling destroy directly) all non-player pawns of class aClass in the level */
    void Summon(const FString& ClassName) /** Load Classname and spawn an actor of that class */
    void PlayersOnly() /** Freeze everything in the level except for players. */
    void ViewSelf()  /** Make controlled pawn the viewtarget again. */
    void ViewPlayer(const FString& S)  /** View from the point of view of player with PlayerName S. */
    void ViewActor(FName ActorName)  /** View from the point of view of AActor with Name ActorName. */
    void ViewClass(TSubclassOf<class AActor> DesiredClass)  /** View from the point of view of an AActor of class DesiredClass.  Each subsequent ViewClass cycles through the list of actors of that class. */
    void StreamLevelIn(FName PackageName)  /** Stream in the given level. */
    void OnlyLoadLevel(FName PackageName) /** Load the given level. */
    void StreamLevelOut(FName PackageName)  /** Stream out the given level. */
    void ToggleDebugCamera()  /** Toggle between debug camera/player camera without locking gameplay and with locking local player controller input. */
    void ToggleAILogging()  /** toggles AI logging */
    void DebugCapsuleSweep() /** Toggle capsule trace debugging. Will trace a capsule from current view point and show where it hits the world */
    void DebugCapsuleSweepSize(float HalfHeight, float Radius)  /** Change Trace capsule size **/
    void DebugCapsuleSweepChannel(enum ECollisionChannel Channel) /** Change Trace Channel **/
    void DebugCapsuleSweepComplex(bool bTraceComplex)  /** Change Trace Complex setting **/
    void DebugCapsuleSweepCapture()  /** Capture current trace and add to persistent list **/
    void DebugCapsuleSweepPawn() /** Capture current local PC's pawn's location and add to persistent list **/
    void DebugCapsuleSweepClear() /** Clear persistent list for trace capture **/
    void TestCollisionDistance() /** Test all volumes in the world to the player controller's view location**/
    void DumpOnlineSessionState() /** Dump online session information */
    void DumpPartyState()  /** Dump known party information */
    void DumpChatState() /** Dump known chat information */
    void DumpVoiceMutingState() /** Dump current state of voice chat */
    void BugItGo(float X, float Y, float Z, float Pitch, float Yaw, float Roll); /** This will move the player and set their rotation to the passed in values. */
    void BugIt(const FString& ScreenShotDescription = TEXT(""))  /** This function is used to print out the BugIt location. */
    void BugItStringCreator(FVector ViewLocation, FRotator ViewRotation, FString& GoString, FString& LocString) /** This will create a BugItGo string for us.  Nice for calling form c++ where you just want the string and no Screenshots **/
    void FlushLog() /** This will force a flush of the output log to file*/
    void LogLoc()  /** Logs the current location in bugit format without taking screenshot and further routing. */
    void SetWorldOrigin() /** Translate world origin to this player position */
    void SetMouseSensitivityToDefault() /** Exec function to return the mouse sensitivity to its default value */
    void InvertMouse() /** Backwards compatibility exec function for people used to it instead of using InvertAxisKey */
    void CheatScript(FString ScriptName) /** Executes commands listed in CheatScript.ScriptName ini section of DefaultGame.ini */
    void SpawnServerStatReplicator() 
    void DestroyServerStatReplicator()
    void ToggleServerStatReplicatorClientOverwrite()
    void ToggleServerStatReplicatorUpdateStatNet()
    void UpdateSafeArea()
AGameStateBase
APlayerCameraManager
UAISystem
void AIIgnorePlayers()
void AILoggingVerbose()

 

调用堆栈如下:

     UE4Editor-Engine-Win64-Debug.dll!AHUD::ShowHUD() Line 346    C++
     UE4Editor-Engine-Win64-Debug.dll!AHUD::execShowHUD(UObject * Context=0x00000248235bd800, FFrame & Stack={...}, void * const Z_Param__Result=0x0000000000000000) Line 308    C++
     UE4Editor-CoreUObject-Win64-Debug.dll!UFunction::Invoke(UObject * Obj=0x00000248235bd800, FFrame & Stack={...}, void * const Z_Param__Result=0x0000000000000000) Line 5588    C++
     UE4Editor-CoreUObject-Win64-Debug.dll!UObject::ProcessEvent(UFunction * Function=0x0000024850b27a00, void * Parms=0x0000000000000000) Line 1992    C++
     UE4Editor-Engine-Win64-Debug.dll!AActor::ProcessEvent(UFunction * Function=0x0000024850b27a00, void * Parameters=0x0000000000000000) Line 864    C++
     UE4Editor-CoreUObject-Win64-Debug.dll!UObject::CallFunctionByNameWithArguments(const wchar_t * Str=0x000002481f170cee, FOutputDevice & Ar={...}, UObject * Executor=0x0000024823743580, bool bForceCallWithNonExec=false) Line 1289    C++
     UE4Editor-CoreUObject-Win64-Debug.dll!UObject::ProcessConsoleExec(const wchar_t * Cmd=0x000002481f170ce0, FOutputDevice & Ar={...}, UObject * Executor=0x0000024823743580) Line 1248    C++
>    UE4Editor-Engine-Win64-Debug.dll!UPlayer::Exec(UWorld * InWorld=0x0000024817468b80, const wchar_t * Cmd=0x000002481f170ce0, FOutputDevice & Ar={...}) Line 126    C++
     UE4Editor-Engine-Win64-Debug.dll!ULocalPlayer::Exec(UWorld * InWorld=0x0000024817468b80, const wchar_t * Cmd=0x000002481f170ce0, FOutputDevice & Ar={...}) Line 1528    C++
     UE4Editor-Engine-Win64-Debug.dll!UPlayer::ConsoleCommand(const FString & Cmd={...}, bool bWriteToLog=true) Line 51    C++
     UE4Editor-Engine-Win64-Debug.dll!APlayerController::ConsoleCommand(const FString & Cmd={...}, bool bWriteToLog=true) Line 407    C++

 

自定义编写的类型,UFUNCTION(exec)的函数想要被执行,需要添加到引擎框架的触发逻辑中

bool UMyObjectManager::Exec(class UWorld* InWorld, const TCHAR* Cmd, FOutputDevice& Out)
{
    bool Ret = Super::Exec(InWorld, Cmd, Out);
    if (Ret)
    {
        return Ret;
    }

    Ret = CallFunctionByNameWithArguments(Cmd, Out, nullptr);
    if (Ret)
    {
        return Ret;
    }

    for (MyObject* Object : MyObjects)  // TArray<MyObjects*> MyObjects
    {
        if (Object != nullptr)
        {
            Ret |= Object->Exec(InWorld, Cmd, Out);
        }
    }

    return Ret;
}

 

命令示例

exec cmd.txt // 执行游戏Binaries目录下cmd.txt中的命令序列

TOGGLEDRAWEVENTS  // 开关Draw Events

TOGGLESTREAMINGVOLUMES ON  // 打开Streaming Volumes

TOGGLESTREAMINGVOLUMES OFF  // 关闭Streaming Volumes

CANCELMATINEE // 取消matinee动画

CANCELMATINEE 5 // 5秒后取消matinee动画

LISTMOVEBODY  // 开启调用FBodyInstance::SetBodyTransform时,打印出Body的DebugName    注:需要将LogPhysics级别设置为Log

LISTAWAKEBODIES // 列出awake状态的RigidBody  注:需要将LogPhysics级别设置为Log

LISTSIMBODIES // 列出处于模拟的RigidBody  注:需要将LogPhysics级别设置为Log

MOVECOMPTIMES  // 统计MoveComponet时间  注1:需开启PERF_MOVECOMPONENT_STATS宏  注2:需要将LogPrimitiveComponent级别设置为Log

LISTSKELMESHES //  列出所有的SkelMesh  注:需要将LogPlayerManagement级别设置为Log

LISTPAWNCOMPONENTS  // 列出场景中所有Pawn的Component    注:需要将LogPlayerManagement级别设置为Log

FORCEFULLSCREEN  // 进入|退出 全屏

TOGGLE_FULLSCREEN  // 同上

FULLSCREEN // 同上

r.setres 1024x768 f // 设置当前分辨率为宽:1024 高:768,并将设置成真全屏模式。注:设置会被序列化ini配置文件中

r.setres 1920x1080 w   // 设置当前分辨率为宽:1920 高:1080,并将设置成窗口模式。注:设置会被序列化ini配置文件中

r.setres 800x600  // 设置当前分辨率为宽:800 高:600(不改变窗口全屏模式)注:设置会被序列化ini配置文件中

HighResShot 800x600  // 从当前游戏截取一张800x600的png图片,保存到Saved\Screenshots\Windows\HighresScreenshot00000.png

HighResShot 1.0  // 从当前游戏截取一张当前分辨率的png图片,保存到Saved\Screenshots\Windows\HighresScreenshot00001.png

HighResShot 3.0  // 从当前游戏截取一张当前分辨率3倍宽高的png图片,保存到Saved\Screenshots\Windows\HighresScreenshot00002.png

HighResShot 800x600 0 0 800 600 1 1 1  // 输出各个RT到Saved\Screenshots\Windows目录中   注:exr文件可用RenderDoc打开

 

 

SHOW Collision // 显示|隐藏 碰撞

SHOW Volumes  // 显示|隐藏 Volume

 

ViewMode显示模式

这个命令在手机上不能直接使用,需要做如下修改:

① 在ShaderCore.cpp中去掉r.ForceDebugViewModes只读  注:如果不去掉只读,执行命令会报错 Error: r.ForceDebugViewModes is read only!

static TAutoConsoleVariable<int32> CVarForceDebugViewModes(
    TEXT("r.ForceDebugViewModes"),
    0,
    TEXT("0: Setting has no effect.\n")
    TEXT("1: Forces debug view modes to be available, even on cooked builds.")
    TEXT("2: Forces debug view modes to be unavailable, even on editor builds.  Removes many shader permutations for faster shader iteration."),
    ECVF_RenderThreadSafe 
#if UE_BUILD_SHIPPING  // 非shipping版去掉r.ForceDebugViewModes只读
    | ECVF_ReadOnly
#endif
);

② 执行命令r.ForceDebugViewModes 1来开启viewmode显示模式

③ 手机上不支持StationaryLightOverlap、Unlit、Lit_DetailLighting、ReflectionOverride、PathTracing、RayTracingDebug显示模式

④ shipping包和test包不支持显示模式修改

viewmode BrushWireframe
viewmode Wireframe   // standalone运行时按F1可切换到这个显示模式
viewmode Unlit    // standalone运行时按F2可切换到这个显示模式
viewmode Lit  // standalone运行时按F3可切换到这个显示模式
viewmode Lit_DetailLighting  // standalone运行时按F4可切换到这个显示模式
viewmode LightingOnly
viewmode LightComplexity
viewmode ShaderComplexity  // standalone运行时按F5可切换到这个显示模式
viewmode QuadOverdraw
viewmode ShaderComplexityWithQuadOverdraw
viewmode PrimitiveDistanceAccuracy
viewmode MeshUVDensityAccuracy
viewmode MaterialTexturecaleAccuracy
viewmode RequiredTextureResolution
viewmode StationaryLightOverlap
viewmode LightmapDensity
viewmode LitLightmapDensity
viewmode ReflectionOverride
viewmode VisualizeBuffer
viewmode RayTracingDebug
viewmode PathTracing
viewmode CollisionPawn
viewmode CollisionVis
viewmode LODColoration  // LOD着色
viewmode HLODColoration  // HLOD着色

PREVVIEWMODE  // 前一个Viewmode

NEXTVIEWMODE // 后一个Viewmode

Viewmode更多请参考:视图模式

 

BugIt  // 截图,并将地图、当前位置朝向等重要信息写到txt文件中  注:UnrealEngine\Engine\Source\Runtime\Engine\Private\CheatManager.cpp   void UCheatManager::BugIt( const FString& ScreenShotDescription )

 

KILLPARTICLES  // 销毁所有特效

FORCESKELLOD  LOD=1  // 将骨骼模型的lod强行设为lod1

DISPLAY ThirdPersonCharacter_2 Role  // 将ThirdPersonCharacter_2 Role添加到UGameViewportClient.DebugProperties数组中并显示在HUD上

DISPLAYALL Character // 将类型为ACharacter的对象添加到UGameViewportClient.DebugProperties数组中并显示在HUD上

 

DISPLAYALLLOCATION Character // 将类型为ACharacter的对象的Location添加到UGameViewportClient.DebugProperties数组中并显示在HUD上

DISPLAYALLROTATION Character // 将类型为ACharacter的对象的Rotation添加到UGameViewportClient.DebugProperties数组中并显示在HUD上

 

DISPLAYCLEAR  // 清空UGameViewportClient.DebugProperties数组

GETALLLOCATION Character // 将类型为Character的对象的Location输出到日志中

GETALLLOCATION Character SHOWPENDINGKILLS // 将类型为Character的对象(包含pendingkill状态的)的Location输出到日志中

0) ThirdPersonCharacter_C /Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel.ThirdPersonCharacter_2 (-1359.854858, -292.596893, 228.399323)

 

GETALLROTATION Character // 将类型为Character的对象的Rotation输出到日志中

GETALLROTATION Character SHOWPENDINGKILLS // 将类型为Character的对象(包含pendingkill状态的)的Rotation输出到日志中

0) ThirdPersonCharacter_C /Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel.ThirdPersonCharacter_2 (-8.936657, 0.000000, 0.000000)

 

TOGGLEMIPFADE  // 打开|关闭 mip fade

PAUSERENDERCLOCK  // 暂停|开启 render clock

OPEN TestMap1  // 打开TestMap1地图

OPEN "?SpectatorOnly=1"  // 以观战的方式进入地图

OPEN "TestMap1?MaxSpectators=2?SpectatorOnly=1"  // 设置最大观战玩家数为2,并以观战的方式打开并进入TestMap1地图

DISCONNECT  // 断开与ds的连接

RECONNECT // 重新与ds进行连接

TRAVEL "?restart?SpectatorOnly=1"   // 重新并以观战的方式进入地图

 

TRACETAG MoveComponent  // 绘制Tag名为MoveComponent来进行Trace

TRACETAG None // 取消Trace

TRACETAGALL // 对所有Tag绘制并进行Trace

 

LOGACTORCOUNTS  // 打印当前World的Actor个数

Num Actors: 39

 

DEMOREC  // 开始录制一个名为demo的回放

DEMOREC demotest1  // 开始录制一个名为demotest1的回放

DEMOREC demotest2?GameSpeed=2  // 以2倍游戏速度开始录制一个名为demotest2的回放

DEMOPAUSE  // 暂停录制

DEMOSTOP  // 结束录制

DEMOPLAY demotest1 // 播放名为demotest1的回放

DEMOPLAY demotest2?GameSpeed=2  // 以2倍游戏速度播放名为demotest1的回放

DEMOSPEED 3.0  // 以3倍速度播放回放

DEMOSCRUB 2.5  // 跳过前2.5秒

 

PHYSXALLOC // 打印physX的内存分配信息,需开启宏PHYSX_MEMORY_STATS

178253     NonTrackedAlloc G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\GeomUtils\src\mesh\GuRTree.cpp:122
131664     class nvidia::apex::ApexSDKImpl G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\framework\src\ApexCreateSDK.cpp:87
116772     PxVec3 G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\GeomUtils\src\mesh\GuMeshData.h:192
111792     mTriangles G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\GeomUtils\src\mesh\GuMeshData.h:206
108480     NonTrackedAlloc G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsHashInternals.h:372
106912     class nvidia::apex::ApexResourceProvider::NameSpace G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\framework\src\ApexResourceProvider.cpp:95
74528      unsigned int G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\GeomUtils\src\mesh\GuMeshData.h:234
65536      mContactManagerPool G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\Common\src\CmPool.h:64
37264      unsigned short G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\GeomUtils\src\mesh\GuMeshData.h:217
32816      BufferedSocketImpl G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\src\windows\PsWindowsSocket.cpp:367
32768      (null) G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\Common\src\CmPriorityQueue.h:219
32768      PxU8 G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\Common\src\CmFlushPool.h:57
31146      (null) G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605
24576      (null) G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsPool.h:180
18632      unsigned char G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\GeomUtils\src\mesh\GuMeshData.h:242
17928      ConvexHullData data G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\GeomUtils\src\convex\GuConvexMesh.cpp:194
17408      struct physx::PxsCCDBlockArray<struct physx::PxsCCDPair,128>::Block G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevel\software\include\PxsCCD.h:208
16384      IslandSim::mNodes G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605
15234      NonTrackedAlloc G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\NvParameterized\include\NvDefaultTraits.h:454
14336      struct physx::PxsCCDBlockArray<struct physx::PxsCCDShape,128>::Block G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevel\software\include\PxsCCD.h:208
13312      BodySim G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\Common\src\CmPreallocatingPool.h:60
11184      class physx::NpScene G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\PhysX\src\NpPhysics.cpp:323
8768       class physx::Pt::BodyTransformVault G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelParticles\src\PtContextCpu.cpp:143
8576       class physx::NpFactory G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\PhysX\src\NpFactory.cpp:122
8352       class nvidia::apex::ApexResourceProvider G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\framework\src\ApexSDKImpl.cpp:210
8192       mFirstPartitionEdges G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605
8192       mParticleSystemPool G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\Common\src\CmPool.h:64
8192       struct physx::PxsCCDBlockArray<struct physx::PxsCCDBody,128>::Block G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevel\software\include\PxsCCD.h:208
8192       mParticleShapePool G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\Common\src\CmPool.h:64
8192       ContactReportBuffer G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScContactReportBuffer.h:167
7776       class physx::Gu::RTreeTriangleMesh G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\GeomUtils\src\GuMeshFactory.cpp:139
6656       class physx::Sq::AABBTree G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SceneQuery\src\SqExtendedBucketPruner.cpp:71
6144       BigConvex Samples Data G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\GeomUtils\src\convex\GuBigConvexData.cpp:161
5632       StaticSim G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\Common\src\CmPreallocatingPool.h:60
5520       class physx::Sc::NPhaseCore G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:862
5120       ShapeSim G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\Common\src\CmPreallocatingPool.h:60
5040       class physx::Gu::ConvexMesh G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\GeomUtils\src\GuMeshFactory.cpp:561
4119       NonTrackedAlloc G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevel\API\include\PxsMaterialManager.h:51
4096       MaterialPool G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsPool.h:180
3984       class physx::shdfnd::MutexImpl G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsMutex.h:113
3120       PxBounds3 G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SceneQuery\src\SqPruningPool.cpp:61
2664       class physx::PxsContext G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:700
2052       G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevel\software\include\PxsDefaultMemoryManager.h:67
2048       IslandSim::mActiveNodeIndex G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605
2048       ScScene::SimStateData G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsPool.h:180
2048       PrunerPayload* G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SceneQuery\src\SqPruningPool.cpp:62
2048       struct physx::PxsCCDBlockArray<struct physx::PxsCCDOverlap,128>::Block G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevel\software\include\PxsCCD.h:208
2048       IslandSim::mIslandIds G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605
2048       interactionMarkerPool G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsPool.h:180
2048       IslandSim::,FastRoute G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605
2048       IslandSim::mHopCounts G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605
1720       class physx::NpPtrTableStorageManager G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\PhysX\src\NpFactory.cpp:59
1584       Bounds G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SceneQuery\src\SqExtendedBucketPruner.cpp:60
1568       SimpleIslandManager G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:772
1088       class physx::Sq::AABBPruner G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SceneQuery\src\SqSceneQueryManager.cpp:80
1032       class nvidia::apex::ApexScene G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\framework\src\ApexSDKImpl.cpp:332
1024       BroadPhasePair G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSapAux.cpp:105
1024       AABB trees G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SceneQuery\src\SqExtendedBucketPruner.cpp:61
1024       NpMaterialManager::initialise G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\PhysX\src\NpMaterialManager.h:46
896        BigConvexData data G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\GeomUtils\src\convex\GuBigConvexData.cpp:99
784        DynamicsContext G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelDynamics\src\DyDynamics.cpp:132
704        class physx::Bp::SimpleAABBManager G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:786
680        class physx::Bp::BroadPhaseSap G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhase.cpp:53
680        class physx::Sc::ConstraintProjectionManager G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:656
680        class physx::Pt::Batcher G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelParticles\src\PtContextCpu.cpp:142
595        ApexResourceProvider::NameSpace::getOrCreateID G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\framework\src\ApexResourceProvider.cpp:385
576        class nvidia::clothing::ModuleClothingImpl G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\module\clothing\src\ModuleClothingImpl.cpp:104
568        class physx::shdfnd::Pool<class physx::Sc::ConstraintInteraction,class physx::shdfnd::NamedAllocator> G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:650
568        class physx::shdfnd::Pool<struct physx::Sc::SimStateData,class physx::shdfnd::NamedAllocator> G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:653
568        class physx::Sc::LLArticulationPool G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:651
568        class physx::shdfnd::Pool<class physx::Sc::ConstraintSim,class physx::shdfnd::NamedAllocator> G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:649
520        class physx::Sq::AABBTreeRuntimeNode G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SceneQuery\src\SqAABBTree.cpp:229
512        SimpleAABBManager::mVolumeData G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605
512        sceneActiveBodies G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605
512        Pruner Index Mapping G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SceneQuery\src\SqPruningPool.cpp:64
512        Pruner Index Mapping G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SceneQuery\src\SqPruningPool.cpp:63
512        PxcNpMemBlockPool::mConstraints G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605
512        PxcScratchAllocator G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605
472        Foundation G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\src\PsFoundation.cpp:136
472        PxsCCDContext G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevel\software\src\PxsCCD.cpp:219
432        StatsInfo G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\framework\src\ApexScene.cpp:244
400        class nvidia::clothing::ClothingScene G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\module\clothing\src\ModuleClothingImpl.cpp:619
352        struct physx::Vd::PvdMetaDataBindingData G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\PhysX\src\PvdMetaDataPvdBinding.cpp:96
304        ReadWriteLockImpl G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\src\windows\PsWindowsMutex.cpp:122
280        class physx::NpPhysics G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\PhysX\src\NpPhysics.cpp:265
272        BroadPhaseActivityPocket G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSap.cpp:605
268        NonTrackedAlloc G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\Common\src\CmBitMap.h:439
256        class nvidia::apex::ApexAuthorableObject<class nvidia::clothing::ModuleClothingImpl,class nvidia::clothing::ClothingAssetImpl,class nvidia::clothing::ClothingAssetAuthoringImpl> G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\module\clothing\src\ModuleClothingImpl.cpp:498
256        class nvidia::apex::RenderMeshAuthorableObject G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\framework\src\ApexSDKImpl.cpp:252
256        SapBox1D G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSap.cpp:525
256        BpHandle G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSapAux.cpp:103
256        BpHandle G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSapAux.cpp:104
256        SapBox1D G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSap.cpp:526
256        SapBox1D G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSap.cpp:527
244        ApexResourceProvider::NameSpace G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\framework\src\ApexResourceProvider.cpp:341
232         G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelCloth\src\Allocator.cpp:38
224        class nvidia::apex::legacy::ModuleLegacy G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\module\legacy\src\ModuleLegacy.cpp:154
208        class physx::Sq::AABBTree G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SceneQuery\src\SqExtendedBucketPruner.cpp:65
192        class nvidia::apex::legacy::ModuleCommonLegacy G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\module\common_legacy\src\autogen\ModuleCommonLegacy.cpp:49
192        class physx::Pt::ContextCpu G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelParticles\src\PtContextCpu.cpp:108
192        PxTaskTable G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605
192        class nvidia::apex::legacy::ModuleClothingLegacy G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\module\clothing_legacy\src\autogen\ModuleClothingLegacy.cpp:49
192        class nvidia::apex::legacy::ModuleFrameworkLegacy G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\module\framework_legacy\src\autogen\ModuleFrameworkLegacy.cpp:49
192         G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsMutex.h:113
192        class nvidia::apex::legacy::ModuleDestructibleLegacy G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\module\destructible_legacy\src\autogen\ModuleDestructibleLegacy.cpp:49
188        class physx::Sc::SimStats G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:637
168        PxsNphaseImplementationContext G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevel\software\src\PxsNphaseImplementationContext.cpp:610
168        <TypeName Unknown> G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\NvCloth\extensions\src\ClothMeshQuadifier.cpp:442
168        PvdImpl G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\pvd\src\PxPvdImpl.cpp:306
152        class physx::PxTaskMgr G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\task\src\TaskManager.cpp:193
144        BPValType G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSap.cpp:561
144        BpHandle G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSap.cpp:563
144        BpHandle G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSap.cpp:565
144        BPValType G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSap.cpp:560
144        NextList G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSap.cpp:570
144        BPValType G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSap.cpp:562
144        SortedUpdateElements G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSap.cpp:604
144        BpHandle G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSap.cpp:564
144        Prev G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSap.cpp:571
128        PxTaskDepTable G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605
128        class nvidia::clothing::ClothingSceneSimulateTask G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\module\clothing\src\ClothingScene.cpp:98
128        PxcNpMemBlockPool::mExceptionalConstraints G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605
128        sceneRigidActors G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605
120        class physx::Cm::Collection G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\Common\src\CmCollection.cpp:216
104        struct nvidia::apex::ApexScene::ViewMatrixLookAt G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\framework\src\ApexScene.cpp:332
104        class physx::Sc::SqBoundsManager G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:658
104        class physx::Sq::AABBTree G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SceneQuery\src\SqAABBPruner.cpp:691
104        class physx::Sq::AABBTree G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SceneQuery\src\SqAABBPruner.cpp:750
96         class physx::BigConvexData G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\GeomUtils\src\convex\GuConvexMesh.cpp:346
92         AABB tree indices G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SceneQuery\src\SqAABBTree.cpp:200
88         class nvidia::apex::PhysXSimulateTask G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\framework\src\ApexScene.cpp:1690
88         class physx::Sc::Client G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:655
80         class nvidia::apex::ResourceList G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\framework\src\ApexSDKImpl.cpp:251
80         class physx::Cooking G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\PhysXCooking\src\Cooking.cpp:519
80         class ApexPvdClientImpl G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\common\src\ApexPvdClient.cpp:406
72         class physx::profile::ZoneManagerImpl G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\pvd\src\PxProfileEventImpl.cpp:156
72         MyPoolManagerPools G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605
72         class physx::pvdsdk::PvdDefaultSocketTransport G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\pvd\src\PxPvdDefaultSocketTransport.cpp:133
72         class nvidia::apex::PhysXBetweenStepsTask G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\framework\src\ApexScene.cpp:1691
64         IslandSim::mVisitedNodes G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605
64         PvdProfileZoneClient G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\pvd\src\PxPvdImpl.cpp:100
64         BroadPhaseContextSap ActivePairStates G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSapAux.cpp:106
56         class physx::Sc::ObjectIDTracker G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:639
56         class physx::Vd::PvdPhysicsClient G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\PhysX\src\NpPhysics.cpp:113
56         class physx::Sc::ObjectIDTracker G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:641
56         class physx::Sc::ObjectIDTracker G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:638
56         class physx::Sc::ObjectIDTracker G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:640
56         class nvidia::apex::FetchResultsTask G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\framework\src\ApexScene.cpp:1695
48         class physx::Sc::StaticCore G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:858
48         class nvidia::apex::CheckResultsTask G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\framework\src\ApexScene.cpp:1689
48         class physx::Cm::PreallocatingPool<class physx::Sc::ShapeSim> G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:648
48         class physx::Cm::PreallocatingPool<class physx::Sc::StaticSim> G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:646
48         class physx::Cm::PreallocatingPool<class physx::Sc::BodySim> G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:647
48         class nvidia::apex::DuringTickCompleteTask G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\framework\src\ApexScene.cpp:1693
48         class nvidia::clothing::WaitForSolverTask G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\module\clothing\src\ClothingScene.cpp:96
40         class physx::shdfnd::SyncImpl G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsSync.h:95
32         PxsTransformCache G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevel\software\src\PxsContext.cpp:186
32         class physx::Bp::BoundsArray G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:764
32         struct physx::shdfnd::SListImpl G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsSList.h:103
32         Updated Boxes G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSap.cpp:552
24         ThresholdStream G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelDynamics\include\DyContext.h:239
24         ExceededForceThresholdStream[1] G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelDynamics\src\DyDynamics.cpp:189
24         ThresholdStream G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelDynamics\include\DyContext.h:237
24         ContactDistance G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:766
24         <TypeName Unknown> G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\NvCloth\src\Factory.cpp:54
24         class physx::Sc::FilterPairManager G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScNPhaseCore.cpp:158
24         ExceededForceThresholdStream[0] G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelDynamics\src\DyDynamics.cpp:188
24         PxsDefaultMemoryManager G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevel\software\src\PxsDefaultMemoryManager.cpp:71
24         class nvidia::apex::ApexSDKCachedDataImpl G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\framework\src\ApexSDKImpl.cpp:267
24         MaterialIndicesStruct::allocate G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\GeomUtils\src\GuGeometryUnion.h:103
16         FlushPoolChunk G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605
16         class nvidia::apex::RenderResourceManagerWrapper G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\APEX_1.4\framework\src\ApexSDKImpl.cpp:185
16         SolverCoreGeneral G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelDynamics\src\DySolverControlPF.cpp:200
16         ScSimulationController G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScSimulationController.cpp:37
16         ScSimulationControllerCallback G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:783
16         FactoryListeners G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605
16         ScScene::TriggerBufferExtraData G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:643
8          NonTrackedAlloc G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\Common\src\CmBitMap.h:462
8          IslandSim::mActiveKinematicNodes G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605
8          PxsDefaultMemoryAllocator G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevel\software\src\PxsDefaultMemoryManager.cpp:47
8          IslandSim::mActivatingNodes G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605
8          SolverCoreGeneral G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelDynamics\src\DySolverControl.cpp:177
8          physicsSceneArray G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605
8          SceneDesc filterShaderData G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:894
8          sceneClients G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605
4          StartDispatch G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605
4          SQmDirtyList G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605
4          G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\Common\src\CmBitMap.h G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevel\software\include\PxsDefaultMemoryManager.h:67
1          clientBehaviorFlags G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605
0          NextList G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSap.cpp:106
0          BpHandle G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSap.cpp:96
0          BpHandle G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSap.cpp:95
0          BpHandle G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSap.cpp:94
0          ValType G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSap.cpp:93
0          ValType G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSap.cpp:92
0          AABB parent indices G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SceneQuery\src\SqAABBTree.cpp:479
0          ValType G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSap.cpp:91
0          BroadPhaseActivityPocket G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSap.cpp:89
0          SortedUpdateElements G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSap.cpp:88
0          BitArray::mBits G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SceneQuery\src\SqAABBTree.cpp:339
0          PrevList G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\LowLevelAABB\src\BpBroadPhaseSap.cpp:107
0          RadixSortBuffered:mRanks2 G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\Common\src\CmRadixSortBuffered.cpp:70
0          char G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\Common\src\CmTmpMem.h:56
0          cache G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SceneQuery\src\SqAABBTree.cpp:209
0          class physx::Sq::AABBTreeBuildNode G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SceneQuery\src\SqAABBTreeBuild.cpp:67
0          RadixSortBuffered:mRanks G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\Common\src\CmRadixSortBuffered.cpp:69
0          objectIDTrackerIDs G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605
0          class physx::Gu::RTreeTriangleData G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\GeomUtils\src\GuMeshFactory.cpp:194
0          PxBound3 G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SceneQuery\src\SqAABBPruner.cpp:695
0          PxActor* G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SimulationController\src\ScScene.cpp:4648
0          class physx::Sq::FIFOStack G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\SceneQuery\src\SqAABBTree.cpp:295
0          SQFIFOStack G:\svn\UnrealEngine\Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsArray.h:605
Total:1389016   
Num Actors: 39

 

注:碰撞体数量多了,除了顶点数据,还有NpShape对象在内存池中内存占用,一个Shape对象272字节,272乘4000就是1mb。以下就是创建NpShape时的内存分配:

35217408 class physx::NpShape C:\MorefunUE4\ Engine\Source\ThirdParty\PhysX3\PxShared\src\foundation\include\PsPool.h:180  

 

PHYSXSHARED // 打印physX共享内存使用信息

Shared Resources:

575184     Overall (57)  // Overall = PxBVH33TriangleMesh + PxConvexMsh
543872     PxBVH33TriangleMesh (27)  // TriangleMesh一般为复杂碰撞
31312      PxConvexMesh (30)   // ConvexMesh一般为简单碰撞
Detailed:
136848     BodySetup /Engine/EditorMeshes/MatineeCam_SM.MatineeCam_SM:RB_BodySetup_6 (1)
117600     BodySetup /Engine/EditorMeshes/EditorSphere.EditorSphere:RB_BodySetup_2 (1)
49728      BodySetup /Engine/EditorMeshes/PlanarReflectionPlane.PlanarReflectionPlane:BodySetup_0 (1)
49712      BodySetup /Engine/EditorMeshes/Camera/SM_RailRig_Mount.SM_RailRig_Mount:BodySetup_0 (1)
38352      BodySetup /Engine/EditorMeshes/Camera/SM_RailRig_Track.SM_RailRig_Track:BodySetup_0 (1)
31920      BodySetup /Engine/EditorMeshes/Camera/SM_CraneRig_Base.SM_CraneRig_Base:BodySetup_0 (1)
28000      BodySetup /Engine/EditorMeshes/Camera/SM_CraneRig_Body.SM_CraneRig_Body:BodySetup_0 (1)
16288      BodySetup /Engine/EngineMeshes/Sphere.Sphere:RB_BodySetup_0 (1)
15648      BodySetup /Engine/BasicShapes/Cylinder.Cylinder:BodySetup_0 (1)
12864      BodySetup /Engine/EditorMeshes/EditorCylinder.EditorCylinder:RB_BodySetup_0 (1)
9776       BodySetup /Engine/VREditor/TransformGizmo/SM_Sequencer_Key.SM_Sequencer_Key:BodySetup_0 (1)
6896       BodySetup /Game/Geometry/Meshes/1M_Cube_Chamfer.1M_Cube_Chamfer:BodySetup_6 (1)
6544       BodySetup /Engine/EngineMeshes/Cylinder.Cylinder:BodySetup_127 (1)
6336       BodySetup /Engine/EditorMeshes/Camera/SM_CraneRig_Mount.SM_CraneRig_Mount:BodySetup_0 (1)
4176       BodySetup /Game/ThirdPerson/Meshes/Linear_Stair_StaticMesh.Linear_Stair_StaticMesh:BodySetup_99 (1)
3536       BodySetup /Game/Geometry/Meshes/TemplateFloor.TemplateFloor:RB_BodySetup_0 (1)
2016       BodySetup /Engine/BasicShapes/Cube.Cube:BodySetup_1 (1)
1344       BodySetup /Engine/ArtTools/RenderToTexture/Meshes/S_1_Unit_Plane.S_1_Unit_Plane:BodySetup_189 (1)
1344       BodySetup /Engine/EditorMeshes/EditorPlane.EditorPlane:RB_BodySetup_26 (1)
1200       BodySetup /Engine/VREditor/TransformGizmo/SM_Sequencer_Node.SM_Sequencer_Node:BodySetup_0 (1)
1200       BodySetup /Game/ThirdPerson/Meshes/LeftArm_StaticMesh.LeftArm_StaticMesh:BodySetup_97 (1)
1200       BodySetup /Game/ThirdPerson/Meshes/Bump_StaticMesh.Bump_StaticMesh:BodySetup_82 (1)
1200       BodySetup /Game/ThirdPerson/Meshes/RightArm_StaticMesh.RightArm_StaticMesh:BodySetup_98 (1)
1076       BodySetup /Engine/VREditor/TransformGizmo/PlaneTranslationHandle.PlaneTranslationHandle:BodySetup_0 (1)
1056       BodySetup /Game/ThirdPerson/Meshes/Ramp_StaticMesh.Ramp_StaticMesh:BodySetup_96 (1)
896        BodySetup /Game/Geometry/Meshes/1M_Cube.1M_Cube:BodySetup_5 (1)
896        BodySetup /Engine/EditorMeshes/Camera/SM_CraneRig_Arm.SM_CraneRig_Arm:BodySetup_0 (1)
896        BodySetup /Engine/EditorMeshes/EditorCube.EditorCube:RB_BodySetup_0 (1)
852        BodySetup /Engine/VREditor/TransformGizmo/BoundingBoxCorner.BoundingBoxCorner:BodySetup_0 (1)
616        BodySetup /Engine/VREditor/TransformGizmo/BoundingBoxEdge.BoundingBoxEdge:BodySetup_0 (1)
592        BodySetup /Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel.PostProcessVolume_0.BrushComponent0.BodySetup_4 (1)
592        BodySetup /Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel.LightmassImportanceVolume_0.BrushComponent0.RB_BodySetup_0 (1)
Num Actors: 39

 

PHYSXINFO // 打印physX基本信息

PhysX Info:
  Version: 3.4.0
  Configuration: PROFILE
  Cooking Module: TRUE
Num Actors: 39

 

PXVIS或APEXVIS   // 清除所有或设置physX的标记  更多详见:DebugVisualization   具体标记如下

PHYSX_CLEAR_ALL // 清理所有physX的debug标志
WORLDAXES
BODYAXES
MASSAXES
CONTACTPOINT
CONTACTS
CONTACTERROR
CONTACTFORCE
JOINTLIMITS
JOINTLOCALFRAMES
COLLISION

 

PXVIS collision  // 显示出场景物件的碰撞

 

CANALYZER  // 打开Collision Analyzer工具

 

点击红色按钮开始分析

点击第二个按钮:“切换最近碰撞数据的绘制”

 

budget fps  // 与stat fps一样

budget unit  // 与stat unit一样

 

VISLOG  // 可视化日志

点击菜单“窗口” -- “控件反射器”,可以打开控件反射器窗体

 

WIDGETREFLECTOR  // 打开控件反射器窗体  同上

 

Module List  // 打印出所有加载的模块

[2023.04.30-13.55.35:551][536]Listing all 256 known modules:

[2023.04.30-13.55.35:551][536]    ActorLayerUtilities [File: ../../../Engine/Plugins/Runtime/ActorLayerUtilities/Binaries/Win64/UE4Editor-ActorLayerUtilities-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:551][536]    ActorSequence [File: ../../../Engine/Plugins/MovieScene/ActorSequence/Binaries/Win64/UE4Editor-ActorSequence-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:552][536]    AIModule [File: ../../../Engine/Binaries/Win64/UE4Editor-AIModule-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:552][536]    AISupportModule [File: ../../../Engine/Plugins/AI/AISupport/Binaries/Win64/UE4Editor-AISupportModule-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:552][536]    AITestSuite [File: ../../../Engine/Binaries/Win64/UE4Editor-AITestSuite-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:552][536]    AndroidPermission [File: ../../../Engine/Plugins/Runtime/AndroidPermission/Binaries/Win64/UE4Editor-AndroidPermission-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:552][536]    AnimationBudgetAllocator [File: ../../../Engine/Plugins/Runtime/AnimationBudgetAllocator/Binaries/Win64/UE4Editor-AnimationBudgetAllocator-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:552][536]    AnimationModifiers [File: ../../../Engine/Binaries/Win64/UE4Editor-AnimationModifiers-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:552][536]    AnimationSharing [File: ../../../Engine/Plugins/Developer/AnimationSharing/Binaries/Win64/UE4Editor-AnimationSharing-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:552][536]    AnimGraph [File: ../../../Engine/Binaries/Win64/UE4Editor-AnimGraph-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:552][536]    AnimGraphRuntime [File: ../../../Engine/Binaries/Win64/UE4Editor-AnimGraphRuntime-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:552][536]    AppleImageUtils [File: ../../../Engine/Plugins/Runtime/AppleImageUtils/Binaries/Win64/UE4Editor-AppleImageUtils-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:552][536]    AppleImageUtilsBlueprintSupport [File: ../../../Engine/Plugins/Runtime/AppleImageUtils/Binaries/Win64/UE4Editor-AppleImageUtilsBlueprintSupport-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:552][536]    ArchVisCharacter [File: ../../../Engine/Plugins/Runtime/ArchVisCharacter/Binaries/Win64/UE4Editor-ArchVisCharacter-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:552][536]    AssetManagerEditor [File: ../../../Engine/Plugins/Editor/AssetManagerEditor/Binaries/Win64/UE4Editor-AssetManagerEditor-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:552][536]    AssetRegistry [File: ../../../Engine/Binaries/Win64/UE4Editor-AssetRegistry-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:553][536]    AssetTags [File: ../../../Engine/Plugins/Runtime/AssetTags/Binaries/Win64/UE4Editor-AssetTags-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:553][536]    AssetTools [File: ../../../Engine/Binaries/Win64/UE4Editor-AssetTools-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:553][536]    AudioCapture [File: ../../../Engine/Plugins/Runtime/AudioCapture/Binaries/Win64/UE4Editor-AudioCapture-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:553][536]    AudioCaptureRtAudio [File: ../../../Engine/Binaries/Win64/UE4Editor-AudioCaptureRtAudio-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:553][536]    AudioEditor [File: ../../../Engine/Binaries/Win64/UE4Editor-AudioEditor-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:553][536]    AudioFormatADPCM [File: ../../../Engine/Binaries/Win64/UE4Editor-AudioFormatADPCM-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:553][536]    AudioFormatOgg [File: ../../../Engine/Binaries/Win64/UE4Editor-AudioFormatOgg-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:553][536]    AudioFormatOpus [File: ../../../Engine/Binaries/Win64/UE4Editor-AudioFormatOpus-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:553][536]    AudioMixerCore [File: ../../../Engine/Binaries/Win64/UE4Editor-AudioMixerCore-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:553][536]    AudioMixerXAudio2 [File: ../../../Engine/Binaries/Win64/UE4Editor-AudioMixerXAudio2-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:553][536]    AudioSynesthesia [File: ../../../Engine/Plugins/Runtime/AudioSynesthesia/Binaries/Win64/UE4Editor-AudioSynesthesia-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:553][536]    AudioSynesthesiaCore [File: ../../../Engine/Plugins/Runtime/AudioSynesthesia/Binaries/Win64/UE4Editor-AudioSynesthesiaCore-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:553][536]    AugmentedReality [File: ../../../Engine/Binaries/Win64/UE4Editor-AugmentedReality-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:553][536]    AutomationController [File: ../../../Engine/Binaries/Win64/UE4Editor-AutomationController-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:553][536]    AutomationUtils [File: ../../../Engine/Plugins/Experimental/AutomationUtils/Binaries/Win64/UE4Editor-AutomationUtils-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:554][536]    AutomationWorker [File: ../../../Engine/Binaries/Win64/UE4Editor-AutomationWorker-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:554][536]    AVEncoder [File: ../../../Engine/Binaries/Win64/UE4Editor-AVEncoder-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:554][536]    AvfMediaFactory [File: ../../../Engine/Plugins/Media/AvfMedia/Binaries/Win64/UE4Editor-AvfMediaFactory-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:554][536]    BackChannel [File: ../../../Engine/Plugins/Experimental/BackChannel/Binaries/Win64/UE4Editor-BackChannel-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:554][536]    BehaviorTreeEditor [File: ../../../Engine/Binaries/Win64/UE4Editor-BehaviorTreeEditor-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:554][536]    CableComponent [File: ../../../Engine/Plugins/Runtime/CableComponent/Binaries/Win64/UE4Editor-CableComponent-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:554][536]    Chaos [File: ../../../Engine/Binaries/Win64/UE4Editor-Chaos-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:554][536]    ChaosCloth [File: ../../../Engine/Plugins/Experimental/ChaosCloth/Binaries/Win64/UE4Editor-ChaosCloth-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:554][536]    ChaosNiagara [File: ../../../Engine/Plugins/Experimental/ChaosNiagara/Binaries/Win64/UE4Editor-ChaosNiagara-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:554][536]    CharacterAI [File: ../../../Engine/Plugins/Experimental/CharacterAI/Binaries/Win64/UE4Editor-CharacterAI-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:554][536]    ChunkDownloader [File: ../../../Engine/Plugins/Runtime/ChunkDownloader/Binaries/Win64/UE4Editor-ChunkDownloader-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:554][536]    CLionSourceCodeAccess [File: ../../../Engine/Plugins/Developer/CLionSourceCodeAccess/Binaries/Win64/UE4Editor-CLionSourceCodeAccess-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:554][536]    ClothingSystemEditor [File: ../../../Engine/Binaries/Win64/UE4Editor-ClothingSystemEditor-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:554][536]    ClothingSystemRuntimeNv [File: ../../../Engine/Binaries/Win64/UE4Editor-ClothingSystemRuntimeNv-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:554][536]    CollisionAnalyzer [File: ../../../Engine/Binaries/Win64/UE4Editor-CollisionAnalyzer-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:554][536]    CookedIterativeFile [File: ../../../Engine/Binaries/Win64/UE4Editor-CookedIterativeFile-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:555][536]    Core [File: ../../../Engine/Binaries/Win64/UE4Editor-Core-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:555][536]    CoreUObject [File: ../../../Engine/Binaries/Win64/UE4Editor-CoreUObject-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:555][536]    CustomMeshComponent [File: ../../../Engine/Plugins/Runtime/CustomMeshComponent/Binaries/Win64/UE4Editor-CustomMeshComponent-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:555][536]    D3D11RHI [File: ../../../Engine/Binaries/Win64/UE4Editor-D3D11RHI-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:555][536]    DatasmithContent [File: ../../../Engine/Plugins/Enterprise/DatasmithContent/Binaries/Win64/UE4Editor-DatasmithContent-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:555][536]    DerivedDataCache [File: ../../../Engine/Binaries/Win64/UE4Editor-DerivedDataCache-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:556][536]    DesktopPlatform [File: ../../../Engine/Binaries/Win64/UE4Editor-DesktopPlatform-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:556][536]    DirectoryWatcher [File: ../../../Engine/Binaries/Win64/UE4Editor-DirectoryWatcher-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:556][536]    DynamicMesh [File: ../../../Engine/Plugins/Experimental/GeometryProcessing/Binaries/Win64/UE4Editor-DynamicMesh-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:556][536]    EditableMesh [File: ../../../Engine/Plugins/Runtime/EditableMesh/Binaries/Win64/UE4Editor-EditableMesh-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:556][536]    EditorStyle [File: ../../../Engine/Binaries/Win64/UE4Editor-EditorStyle-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:556][536]    Engine [File: ../../../Engine/Binaries/Win64/UE4Editor-Engine-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:556][536]    EnvironmentQueryEditor [File: ../../../Engine/Plugins/AI/EnvironmentQueryEditor/Binaries/Win64/UE4Editor-EnvironmentQueryEditor-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:556][536]    ExampleDeviceProfileSelector [File: ../../../Engine/Plugins/Runtime/ExampleDeviceProfileSelector/Binaries/Win64/UE4Editor-ExampleDeviceProfileSelector-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:556][536]    ExrReaderGpu [File: ../../../Engine/Plugins/Media/ImgMedia/Binaries/Win64/UE4Editor-ExrReaderGpu-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:556][536]    FacialAnimation [File: ../../../Engine/Plugins/Editor/FacialAnimation/Binaries/Win64/UE4Editor-FacialAnimation-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:556][536]    FieldSystemEngine [File: ../../../Engine/Binaries/Win64/UE4Editor-FieldSystemEngine-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:556][536]    FunctionalTesting [File: ../../../Engine/Binaries/Win64/UE4Editor-FunctionalTesting-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:556][536]    GameplayDebugger [File: ../../../Engine/Binaries/Win64/UE4Editor-GameplayDebugger-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:556][536]    GameplayMediaEncoder [File: ../../../Engine/Binaries/Win64/UE4Editor-GameplayMediaEncoder-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:556][536]    GameplayTagsEditor [File: ../../../Engine/Plugins/Editor/GameplayTagsEditor/Binaries/Win64/UE4Editor-GameplayTagsEditor-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:556][536]    GameplayTasksEditor [File: ../../../Engine/Binaries/Win64/UE4Editor-GameplayTasksEditor-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:557][536]    GeometricObjects [File: ../../../Engine/Plugins/Experimental/GeometryProcessing/Binaries/Win64/UE4Editor-GeometricObjects-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:557][536]    GeometryAlgorithms [File: ../../../Engine/Plugins/Experimental/GeometryProcessing/Binaries/Win64/UE4Editor-GeometryAlgorithms-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:557][536]    GeometryCache [File: ../../../Engine/Plugins/Experimental/GeometryCache/Binaries/Win64/UE4Editor-GeometryCache-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:557][536]    GeometryCacheEd [File: ../../../Engine/Plugins/Experimental/GeometryCache/Binaries/Win64/UE4Editor-GeometryCacheEd-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:557][536]    GeometryCacheSequencer [File: ../../../Engine/Plugins/Experimental/GeometryCache/Binaries/Win64/UE4Editor-GeometryCacheSequencer-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:557][536]    GeometryCacheTracks [File: ../../../Engine/Plugins/Experimental/GeometryCache/Binaries/Win64/UE4Editor-GeometryCacheTracks-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:557][536]    GeometryCollectionSequencer [File: ../../../Engine/Plugins/Experimental/GeometryCollectionPlugin/Binaries/Win64/UE4Editor-GeometryCollectionSequencer-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:557][536]    GeometryCollectionTracks [File: ../../../Engine/Plugins/Experimental/GeometryCollectionPlugin/Binaries/Win64/UE4Editor-GeometryCollectionTracks-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:557][536]    HeadMountedDisplay [File: ../../../Engine/Binaries/Win64/UE4Editor-HeadMountedDisplay-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:557][536]    HotReload [File: ../../../Engine/Binaries/Win64/UE4Editor-HotReload-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:557][536]    HTTP [File: ../../../Engine/Binaries/Win64/UE4Editor-HTTP-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:557][536]    ImageWrapper [File: ../../../Engine/Binaries/Win64/UE4Editor-ImageWrapper-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:557][536]    ImageWriteQueue [File: ../../../Engine/Binaries/Win64/UE4Editor-ImageWriteQueue-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:557][536]    ImgMedia [File: ../../../Engine/Plugins/Media/ImgMedia/Binaries/Win64/UE4Editor-ImgMedia-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:557][536]    ImgMediaFactory [File: ../../../Engine/Plugins/Media/ImgMedia/Binaries/Win64/UE4Editor-ImgMediaFactory-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:558][536]    InputCore [File: ../../../Engine/Binaries/Win64/UE4Editor-InputCore-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:558][536]    KismetCompiler [File: ../../../Engine/Binaries/Win64/UE4Editor-KismetCompiler-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:558][536]    Landscape [File: ../../../Engine/Binaries/Win64/UE4Editor-Landscape-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:558][536]    LandscapeEditorUtilities [File: ../../../Engine/Binaries/Win64/UE4Editor-LandscapeEditorUtilities-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:558][536]    LauncherChunkInstaller [File: ../../../Engine/Plugins/Portal/LauncherChunkInstaller/Binaries/Win64/UE4Editor-LauncherChunkInstaller-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:558][536]    LevelSequence [File: ../../../Engine/Binaries/Win64/UE4Editor-LevelSequence-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:558][536]    LightPropagationVolumeRuntime [File: ../../../Engine/Plugins/Blendables/LightPropagationVolume/Binaries/Win64/UE4Editor-LightPropagationVolumeRuntime-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:558][536]    LiveCoding [File: ../../../Engine/Binaries/Win64/UE4Editor-LiveCoding-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:558][536]    LocationServicesBPLibrary [File: ../../../Engine/Plugins/Runtime/LocationServicesBPLibrary/Binaries/Win64/UE4Editor-LocationServicesBPLibrary-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:558][536]    LogVisualizer [File: ../../../Engine/Binaries/Win64/UE4Editor-LogVisualizer-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:558][536]    MagicLeap [File: ../../../Engine/Plugins/Lumin/MagicLeap/Binaries/Win64/UE4Editor-MagicLeap-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:558][536]    MagicLeapAR [File: ../../../Engine/Plugins/Lumin/MagicLeap/Binaries/Win64/UE4Editor-MagicLeapAR-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:558][536]    MagicLeapARPin [File: ../../../Engine/Plugins/Lumin/MagicLeapPassableWorld/Binaries/Win64/UE4Editor-MagicLeapARPin-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:558][536]    MagicLeapARPinImpl [File: ../../../Engine/Plugins/Lumin/MagicLeap/Binaries/Win64/UE4Editor-MagicLeapARPinImpl-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:558][536]    MagicLeapAudio [File: ../../../Engine/Plugins/Lumin/MagicLeap/Binaries/Win64/UE4Editor-MagicLeapAudio-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:559][536]    MagicLeapController [File: ../../../Engine/Plugins/Lumin/MagicLeap/Binaries/Win64/UE4Editor-MagicLeapController-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:559][536]    MagicLeapEyeTracker [File: ../../../Engine/Plugins/Lumin/MagicLeap/Binaries/Win64/UE4Editor-MagicLeapEyeTracker-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:559][536]    MagicLeapHandMeshing [File: ../../../Engine/Plugins/Lumin/MagicLeap/Binaries/Win64/UE4Editor-MagicLeapHandMeshing-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:559][536]    MagicLeapHandTracking [File: ../../../Engine/Plugins/Lumin/MagicLeap/Binaries/Win64/UE4Editor-MagicLeapHandTracking-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:559][536]    MagicLeapHelperOpenGL [File: ../../../Engine/Plugins/Lumin/MagicLeap/Binaries/Win64/UE4Editor-MagicLeapHelperOpenGL-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:559][536]    MagicLeapHelperVulkan [File: ../../../Engine/Plugins/Lumin/MagicLeap/Binaries/Win64/UE4Editor-MagicLeapHelperVulkan-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:559][536]    MagicLeapIdentity [File: ../../../Engine/Plugins/Lumin/MagicLeap/Binaries/Win64/UE4Editor-MagicLeapIdentity-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:559][536]    MagicLeapImageTracker [File: ../../../Engine/Plugins/Lumin/MagicLeap/Binaries/Win64/UE4Editor-MagicLeapImageTracker-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:559][536]    MagicLeapLightEstimation [File: ../../../Engine/Plugins/Lumin/MagicLeapLightEstimation/Binaries/Win64/UE4Editor-MagicLeapLightEstimation-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:559][536]    MagicLeapMediaCodecFactory [File: ../../../Engine/Plugins/Lumin/MagicLeapMedia/Binaries/Win64/UE4Editor-MagicLeapMediaCodecFactory-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:559][536]    MagicLeapMediaFactory [File: ../../../Engine/Plugins/Lumin/MagicLeapMedia/Binaries/Win64/UE4Editor-MagicLeapMediaFactory-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:559][536]    MagicLeapPlanes [File: ../../../Engine/Plugins/Lumin/MagicLeap/Binaries/Win64/UE4Editor-MagicLeapPlanes-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:559][536]    MagicLeapPrivileges [File: ../../../Engine/Plugins/Lumin/MagicLeap/Binaries/Win64/UE4Editor-MagicLeapPrivileges-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:559][536]    MagicLeapSecureStorage [File: ../../../Engine/Plugins/Lumin/MagicLeap/Binaries/Win64/UE4Editor-MagicLeapSecureStorage-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:559][536]    MagicLeapSharedWorld [File: ../../../Engine/Plugins/Lumin/MagicLeapPassableWorld/Binaries/Win64/UE4Editor-MagicLeapSharedWorld-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:559][536]    MaterialBaking [File: ../../../Engine/Binaries/Win64/UE4Editor-MaterialBaking-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:560][536]    Media [File: ../../../Engine/Binaries/Win64/UE4Editor-Media-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:560][536]    MediaAssets [File: ../../../Engine/Binaries/Win64/UE4Editor-MediaAssets-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:560][536]    MediaCompositing [File: ../../../Engine/Plugins/Media/MediaCompositing/Binaries/Win64/UE4Editor-MediaCompositing-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:560][536]    MediaInfo [File: ../../../Engine/Binaries/Win64/UE4Editor-MediaInfo-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:560][536]    MeshBoneReduction [File: ../../../Engine/Binaries/Win64/UE4Editor-MeshBoneReduction-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:560][536]    MeshBuilder [File: ../../../Engine/Binaries/Win64/UE4Editor-MeshBuilder-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:560][536]    MeshConversion [File: ../../../Engine/Plugins/Experimental/GeometryProcessing/Binaries/Win64/UE4Editor-MeshConversion-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:560][536]    MeshMergeUtilities [File: ../../../Engine/Binaries/Win64/UE4Editor-MeshMergeUtilities-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:560][536]    MeshReductionInterface [File: ../../../Engine/Binaries/Win64/UE4Editor-MeshReductionInterface-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:560][536]    MeshUtilities [File: ../../../Engine/Binaries/Win64/UE4Editor-MeshUtilities-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:560][536]    MessageLog [File: ../../../Engine/Binaries/Win64/UE4Editor-MessageLog-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:560][536]    Messaging [File: ../../../Engine/Binaries/Win64/UE4Editor-Messaging-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:561][536]    MessagingRpc [File: ../../../Engine/Binaries/Win64/UE4Editor-MessagingRpc-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:561][536]    MetalShaderFormat [File: ../../../Engine/Binaries/Win64/UE4Editor-MetalShaderFormat-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:561][536]    MLSDK [File: ../../../Engine/Plugins/Lumin/MLSDK/Binaries/Win64/UE4Editor-MLSDK-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:561][536]    MobilePatchingUtils [File: ../../../Engine/Plugins/Runtime/MobilePatchingUtils/Binaries/Win64/UE4Editor-MobilePatchingUtils-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:561][536]    MotoSynth [File: ../../../Engine/Plugins/Experimental/MotoSynth/Binaries/Win64/UE4Editor-MotoSynth-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:561][536]    MovieScene [File: ../../../Engine/Binaries/Win64/UE4Editor-MovieScene-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:561][536]    MovieSceneCapture [File: ../../../Engine/Binaries/Win64/UE4Editor-MovieSceneCapture-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:561][536]    MovieSceneTools [File: ../../../Engine/Binaries/Win64/UE4Editor-MovieSceneTools-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:561][536]    MovieSceneTracks [File: ../../../Engine/Binaries/Win64/UE4Editor-MovieSceneTracks-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:561][536]    MRMesh [File: ../../../Engine/Binaries/Win64/UE4Editor-MRMesh-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:561][536]    MyTest1 [File: ../../../../MyTest1/Binaries/Win64/UE4Editor-MyTest1-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:561][536]    NavigationSystem [File: ../../../Engine/Binaries/Win64/UE4Editor-NavigationSystem-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:561][536]    NetworkFile [File: ../../../Engine/Binaries/Win64/UE4Editor-NetworkFile-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:561][536]    Networking [File: ../../../Engine/Binaries/Win64/UE4Editor-Networking-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:561][536]    NetworkReplayStreaming [File: ../../../Engine/Binaries/Win64/UE4Editor-NetworkReplayStreaming-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:562][536]    Niagara [File: ../../../Engine/Plugins/FX/Niagara/Binaries/Win64/UE4Editor-Niagara-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:562][536]    NiagaraAnimNotifies [File: ../../../Engine/Plugins/FX/Niagara/Binaries/Win64/UE4Editor-NiagaraAnimNotifies-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:562][536]    NiagaraCore [File: ../../../Engine/Plugins/FX/Niagara/Binaries/Win64/UE4Editor-NiagaraCore-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:562][536]    NiagaraEditor [File: ../../../Engine/Plugins/FX/Niagara/Binaries/Win64/UE4Editor-NiagaraEditor-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:562][536]    NiagaraShader [File: ../../../Engine/Plugins/FX/Niagara/Binaries/Win64/UE4Editor-NiagaraShader-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:562][536]    NiagaraVertexFactories [File: ../../../Engine/Plugins/FX/Niagara/Binaries/Win64/UE4Editor-NiagaraVertexFactories-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:562][536]    NullInstallBundleManager [File: ../../../Engine/Binaries/Win64/UE4Editor-NullInstallBundleManager-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:562][536]    OculusHMD [File: ../../../Engine/Plugins/Runtime/Oculus/OculusVR/Binaries/Win64/UE4Editor-OculusHMD-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:562][536]    OculusInput [File: ../../../Engine/Plugins/Runtime/Oculus/OculusVR/Binaries/Win64/UE4Editor-OculusInput-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:562][536]    OculusMR [File: ../../../Engine/Plugins/Runtime/Oculus/OculusVR/Binaries/Win64/UE4Editor-OculusMR-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:562][536]    OnlineBlueprintSupport [File: ../../../Engine/Plugins/Online/OnlineSubsystemUtils/Binaries/Win64/UE4Editor-OnlineBlueprintSupport-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:562][536]    OnlineSubsystem [File: ../../../Engine/Plugins/Online/OnlineSubsystem/Binaries/Win64/UE4Editor-OnlineSubsystem-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:562][536]    OnlineSubsystemNULL [File: ../../../Engine/Plugins/Online/OnlineSubsystemNull/Binaries/Win64/UE4Editor-OnlineSubsystemNull-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:562][536]    OnlineSubsystemUtils [File: ../../../Engine/Plugins/Online/OnlineSubsystemUtils/Binaries/Win64/UE4Editor-OnlineSubsystemUtils-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:562][536]    OpenExrWrapper [File: ../../../Engine/Plugins/Media/ImgMedia/Binaries/Win64/UE4Editor-OpenExrWrapper-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:563][536]    OpenGLDrv [File: ../../../Engine/Binaries/Win64/UE4Editor-OpenGLDrv-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:563][536]    Overlay [File: ../../../Engine/Binaries/Win64/UE4Editor-Overlay-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:563][536]    OverlayEditor [File: ../../../Engine/Binaries/Win64/UE4Editor-OverlayEditor-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:563][536]    PacketHandler [File: ../../../Engine/Binaries/Win64/UE4Editor-PacketHandler-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:563][536]    PakFile [File: ../../../Engine/Binaries/Win64/UE4Editor-PakFile-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:563][536]    Paper2D [File: ../../../Engine/Plugins/2D/Paper2D/Binaries/Win64/UE4Editor-Paper2D-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:563][536]    PerforceSourceControl [File: ../../../Engine/Plugins/Developer/PerforceSourceControl/Binaries/Win64/UE4Editor-PerforceSourceControl-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:563][536]    PhysXCooking [File: ../../../Engine/Binaries/Win64/UE4Editor-PhysXCooking-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:563][536]    PhysXVehicles [File: ../../../Engine/Plugins/Runtime/PhysXVehicles/Binaries/Win64/UE4Editor-PhysXVehicles-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:563][536]    PhysXVehiclesEditor [File: ../../../Engine/Plugins/Runtime/PhysXVehicles/Binaries/Win64/UE4Editor-PhysXVehiclesEditor-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:563][536]    PIEPreviewDeviceProfileSelector [File: ../../../Engine/Binaries/Win64/UE4Editor-PIEPreviewDeviceProfileSelector-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:563][536]    PlanarCut [File: ../../../Engine/Plugins/Experimental/PlanarCutPlugin/Binaries/Win64/UE4Editor-PlanarCut-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:563][536]    PlatformCrypto [File: ../../../Engine/Plugins/Experimental/PlatformCrypto/Binaries/Win64/UE4Editor-PlatformCrypto-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:563][536]    PlatformCryptoOpenSSL [File: ../../../Engine/Plugins/Experimental/PlatformCrypto/Binaries/Win64/UE4Editor-PlatformCryptoOpenSSL-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:563][536]    PlatformCryptoTypes [File: ../../../Engine/Plugins/Experimental/PlatformCrypto/Binaries/Win64/UE4Editor-PlatformCryptoTypes-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:564][536]    PortalRpc [File: ../../../Engine/Binaries/Win64/UE4Editor-PortalRpc-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:564][536]    PortalServices [File: ../../../Engine/Binaries/Win64/UE4Editor-PortalServices-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:564][536]    ProceduralMeshComponent [File: ../../../Engine/Plugins/Runtime/ProceduralMeshComponent/Binaries/Win64/UE4Editor-ProceduralMeshComponent-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:564][536]    ProfilerService [File: ../../../Engine/Binaries/Win64/UE4Editor-ProfilerService-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:564][536]    PropertyAccessEditor [File: ../../../Engine/Plugins/Runtime/PropertyAccess/Binaries/Win64/UE4Editor-PropertyAccessEditor-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:564][536]    PropertyAccessNode [File: ../../../Engine/Plugins/Developer/PropertyAccessNode/Binaries/Win64/UE4Editor-PropertyAccessNode-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:564][536]    PropertyEditor [File: ../../../Engine/Binaries/Win64/UE4Editor-PropertyEditor-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:564][536]    ProxyLODMeshReduction [File: ../../../Engine/Plugins/Experimental/ProxyLODPlugin/Binaries/Win64/UE4Editor-ProxyLODMeshReduction-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:564][536]    QuadricMeshReduction [File: ../../../Engine/Binaries/Win64/UE4Editor-QuadricMeshReduction-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:564][536]    RenderCore [File: ../../../Engine/Binaries/Win64/UE4Editor-RenderCore-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:564][536]    RenderDocPlugin [File: ../../../Engine/Plugins/Developer/RenderDocPlugin/Binaries/Win64/UE4Editor-RenderDocPlugin-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:564][536]    Renderer [File: ../../../Engine/Binaries/Win64/UE4Editor-Renderer-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:564][536]    RSA [File: ../../../Engine/Binaries/Win64/UE4Editor-RSA-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:564][536]    RuntimePhysXCooking [File: ../../../Engine/Plugins/Runtime/RuntimePhysXCooking/Binaries/Win64/UE4Editor-RuntimePhysXCooking-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:565][536]    SandboxFile [File: ../../../Engine/Binaries/Win64/UE4Editor-SandboxFile-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:565][536]    Sequencer [File: ../../../Engine/Binaries/Win64/UE4Editor-Sequencer-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:565][536]    SequenceRecorder [File: ../../../Engine/Binaries/Win64/UE4Editor-SequenceRecorder-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:565][536]    SequenceRecorderSections [File: ../../../Engine/Binaries/Win64/UE4Editor-SequenceRecorderSections-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:565][536]    SessionServices [File: ../../../Engine/Binaries/Win64/UE4Editor-SessionServices-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:565][536]    Settings [File: ../../../Engine/Binaries/Win64/UE4Editor-Settings-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:565][536]    ShaderFormatD3D [File: ../../../Engine/Binaries/Win64/UE4Editor-ShaderFormatD3D-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:565][536]    ShaderFormatOpenGL [File: ../../../Engine/Binaries/Win64/UE4Editor-ShaderFormatOpenGL-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:565][536]    ShaderFormatVectorVM [File: ../../../Engine/Binaries/Win64/UE4Editor-ShaderFormatVectorVM-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:565][536]    SignalProcessing [File: ../../../Engine/Binaries/Win64/UE4Editor-SignalProcessing-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:565][536]    SignificanceManager [File: ../../../Engine/Plugins/Runtime/SignificanceManager/Binaries/Win64/UE4Editor-SignificanceManager-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:565][536]    SkeletalMeshReduction [File: ../../../Engine/Plugins/Experimental/SkeletalReduction/Binaries/Win64/UE4Editor-SkeletalMeshReduction-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:565][536]    Slate [File: ../../../Engine/Binaries/Win64/UE4Editor-Slate-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:565][536]    SlateCore [File: ../../../Engine/Binaries/Win64/UE4Editor-SlateCore-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:565][536]    SlateReflector [File: ../../../Engine/Binaries/Win64/UE4Editor-SlateReflector-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:566][536]    SlateRHIRenderer [File: ../../../Engine/Binaries/Win64/UE4Editor-SlateRHIRenderer-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:566][536]    Sockets [File: ../../../Engine/Binaries/Win64/UE4Editor-Sockets-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:566][536]    SoundFields [File: ../../../Engine/Plugins/Runtime/SoundFields/Binaries/Win64/UE4Editor-SoundFields-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:566][536]    SourceCodeAccess [File: ../../../Engine/Binaries/Win64/UE4Editor-SourceCodeAccess-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:566][536]    SourceControl [File: ../../../Engine/Binaries/Win64/UE4Editor-SourceControl-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:566][536]    SSL [File: ../../../Engine/Binaries/Win64/UE4Editor-SSL-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:566][536]    SteamVR [File: ../../../Engine/Plugins/Runtime/Steam/SteamVR/Binaries/Win64/UE4Editor-SteamVR-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:566][536]    SteamVREditor [File: ../../../Engine/Plugins/Runtime/Steam/SteamVR/Binaries/Win64/UE4Editor-SteamVREditor-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:566][536]    SteamVRInput [File: ../../../Engine/Plugins/Runtime/Steam/SteamVR/Binaries/Win64/UE4Editor-SteamVRInput-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:566][536]    SteamVRInputDevice [File: ../../../Engine/Plugins/Runtime/Steam/SteamVR/Binaries/Win64/UE4Editor-SteamVRInputDevice-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:566][536]    StreamingFile [File: ../../../Engine/Binaries/Win64/UE4Editor-StreamingFile-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:566][536]    StreamingPauseRendering [File: ../../../Engine/Binaries/Win64/UE4Editor-StreamingPauseRendering-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:566][536]    StringTableEditor [File: ../../../Engine/Binaries/Win64/UE4Editor-StringTableEditor-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:567][536]    SubversionSourceControl [File: ../../../Engine/Plugins/Developer/SubversionSourceControl/Binaries/Win64/UE4Editor-SubversionSourceControl-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:567][536]    Synthesis [File: ../../../Engine/Plugins/Runtime/Synthesis/Binaries/Win64/UE4Editor-Synthesis-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:567][536]    TargetPlatform [File: ../../../Engine/Binaries/Win64/UE4Editor-TargetPlatform-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:567][536]    TaskGraph [File: ../../../Engine/Binaries/Win64/UE4Editor-TaskGraph-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:567][536]    TcpMessaging [File: ../../../Engine/Plugins/Messaging/TcpMessaging/Binaries/Win64/UE4Editor-TcpMessaging-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:568][536]    TemplateSequence [File: ../../../Engine/Plugins/MovieScene/TemplateSequence/Binaries/Win64/UE4Editor-TemplateSequence-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:568][536]    TextureCompressor [File: ../../../Engine/Binaries/Win64/UE4Editor-TextureCompressor-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:568][536]    TextureFormatASTC [File: ../../../Engine/Binaries/Win64/UE4Editor-TextureFormatASTC-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:568][536]    TextureFormatDXT [File: ../../../Engine/Binaries/Win64/UE4Editor-TextureFormatDXT-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:568][536]    TextureFormatETC2 [File: ../../../Engine/Binaries/Win64/UE4Editor-TextureFormatETC2-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:568][536]    TextureFormatIntelISPCTexComp [File: ../../../Engine/Binaries/Win64/UE4Editor-TextureFormatIntelISPCTexComp-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:568][536]    TextureFormatPVR [File: ../../../Engine/Binaries/Win64/UE4Editor-TextureFormatPVR-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:568][536]    TextureFormatUncompressed [File: ../../../Engine/Binaries/Win64/UE4Editor-TextureFormatUncompressed-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:568][536]    ToolMenus [File: ../../../Engine/Binaries/Win64/UE4Editor-ToolMenus-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:568][536]    TreeMap [File: ../../../Engine/Binaries/Win64/UE4Editor-TreeMap-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:568][536]    UdpMessaging [File: ../../../Engine/Plugins/Messaging/UdpMessaging/Binaries/Win64/UE4Editor-UdpMessaging-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:569][536]    UMG [File: ../../../Engine/Binaries/Win64/UE4Editor-UMG-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:569][536]    UMGEditor [File: ../../../Engine/Binaries/Win64/UE4Editor-UMGEditor-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:569][536]    UnrealEd [File: ../../../Engine/Binaries/Win64/UE4Editor-UnrealEd-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:569][536]    UObjectPlugin [File: ../../../Engine/Plugins/Developer/UObjectPlugin/Binaries/Win64/UE4Editor-UObjectPlugin-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:569][536]    VariantManagerContent [File: ../../../Engine/Plugins/Enterprise/VariantManagerContent/Binaries/Win64/UE4Editor-VariantManagerContent-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:569][536]    VisualStudioCodeSourceCodeAccess [File: ../../../Engine/Plugins/Developer/VisualStudioCodeSourceCodeAccess/Binaries/Win64/UE4Editor-VisualStudioCodeSourceCodeAccess-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:569][536]    VisualStudioSourceCodeAccess [File: ../../../Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Binaries/Win64/UE4Editor-VisualStudioSourceCodeAccess-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:569][536]    Voice [File: ../../../Engine/Binaries/Win64/UE4Editor-Voice-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:569][536]    VREditor [File: ../../../Engine/Binaries/Win64/UE4Editor-VREditor-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:570][536]    VulkanShaderFormat [File: ../../../Engine/Binaries/Win64/UE4Editor-VulkanShaderFormat-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:570][536]    WebMMedia [File: ../../../Engine/Plugins/Media/WebMMedia/Binaries/Win64/UE4Editor-WebMMedia-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:570][536]    WebMMediaFactory [File: ../../../Engine/Plugins/Media/WebMMedia/Binaries/Win64/UE4Editor-WebMMediaFactory-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:570][536]    WebMMoviePlayer [File: ../../../Engine/Plugins/Runtime/WebMMoviePlayer/Binaries/Win64/UE4Editor-WebMMoviePlayer-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:570][536]    WebSockets [File: ../../../Engine/Binaries/Win64/UE4Editor-WebSockets-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:570][536]    WindowsClientTargetPlatform [File: ../../../Engine/Binaries/Win64/UE4Editor-WindowsClientTargetPlatform-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:570][536]    WindowsMoviePlayer [File: ../../../Engine/Plugins/Runtime/WindowsMoviePlayer/Binaries/Win64/UE4Editor-WindowsMoviePlayer-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:570][536]    WindowsNoEditorTargetPlatform [File: ../../../Engine/Binaries/Win64/UE4Editor-WindowsNoEditorTargetPlatform-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:570][536]    WindowsPlatformFeatures [File: ../../../Engine/Binaries/Win64/UE4Editor-WindowsPlatformFeatures-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:570][536]    WindowsServerTargetPlatform [File: ../../../Engine/Binaries/Win64/UE4Editor-WindowsServerTargetPlatform-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:571][536]    WindowsTargetPlatform [File: ../../../Engine/Binaries/Win64/UE4Editor-WindowsTargetPlatform-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:571][536]    WmfMedia [File: ../../../Engine/Plugins/Media/WmfMedia/Binaries/Win64/UE4Editor-WmfMedia-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:571][536]    WmfMediaFactory [File: ../../../Engine/Plugins/Media/WmfMedia/Binaries/Win64/UE4Editor-WmfMediaFactory-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:571][536]    WorkspaceMenuStructure [File: ../../../Engine/Binaries/Win64/UE4Editor-WorkspaceMenuStructure-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:571][536]    XAudio2 [File: ../../../Engine/Binaries/Win64/UE4Editor-XAudio2-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:571][536]    XGEController [File: ../../../Engine/Plugins/XGEController/Binaries/Win64/UE4Editor-XGEController-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.55.35:571][536]    XMPP [File: ../../../Engine/Binaries/Win64/UE4Editor-XMPP-Win64-Debug.dll] [Loaded: Yes]

Module Unload VulkanShaderFormat  // 卸载VulkanShaderFormat模块

注:卸载后用Module List可以发现VulkanShaderFormat模块已经被卸载了

[2023.04.30-13.58.07:893][851]Listing all 256 known modules:

[2023.04.30-13.58.07:894][851]    ActorLayerUtilities [File: ../../../Engine/Plugins/Runtime/ActorLayerUtilities/Binaries/Win64/UE4Editor-ActorLayerUtilities-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.58.07:894][851]    ActorSequence [File: ../../../Engine/Plugins/MovieScene/ActorSequence/Binaries/Win64/UE4Editor-ActorSequence-Win64-Debug.dll] [Loaded: Yes]
。。。
[2023.04.30-13.58.07:914][851]    VREditor [File: ../../../Engine/Binaries/Win64/UE4Editor-VREditor-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.58.07:914][851]    VulkanShaderFormat [File: ../../../Engine/Binaries/Win64/UE4Editor-VulkanShaderFormat-Win64-Debug.dll] [Loaded: No]
[2023.04.30-13.58.07:914][851]    WebMMedia [File: ../../../Engine/Plugins/Media/WebMMedia/Binaries/Win64/UE4Editor-WebMMedia-Win64-Debug.dll] [Loaded: Yes]
[2023.04.30-13.58.07:914][851]    WebMMediaFactory [File: ../../../Engine/Plugins/Media/WebMMedia/Binaries/Win64/UE4Editor-WebMMediaFactory-Win64-Debug.dll] [Loaded: Yes]
。。。

Module Load VulkanShaderFormat  // 加载VulkanShaderFormat模块

Module Reload VulkanShaderFormat  // 重新加载VulkanShaderFormat模块

Module Recompile VulkanShaderFormat  // 卸载并重新编译VulkanShaderFormat模块

 

AIIgnorePlayers  // 打开|关闭AI是否忽略玩家

AILoggingVerbose  // AI开启日志详细模式

DumpBTUsageStats // Dump行为树的使用统计

 

HTTP TEST // 使用www.google.com进行http测试

[2023.04.30-14.08.36:997][491]LogHttp: Warning: 000002D440376400: invalid HTTP response code received. URL: http://www.google.com, HTTP code: 0, content length: 0, actual payload size: 0
[2023.04.30-14.08.36:997][491]LogHttp: Warning: 000002D440376400: request failed, libcurl error: 52 (Server returned nothing (no headers, no data))
[2023.04.30-14.08.36:997][491]LogHttp: Warning: 000002D440376400: libcurl info message cache 0 (Rebuilt URL to: http://www.google.com/)
[2023.04.30-14.08.36:997][491]LogHttp: Warning: 000002D440376400: libcurl info message cache 1 (  Trying 10.28.36.104...)
[2023.04.30-14.08.36:997][491]LogHttp: Warning: 000002D440376400: libcurl info message cache 2 (TCP_NODELAY set)
[2023.04.30-14.08.36:998][491]LogHttp: Warning: 000002D440376400: libcurl info message cache 3 (Connected to web-proxy.myurl.com (10.28.36.104) port 1080 (#0))
[2023.04.30-14.08.36:998][491]LogHttp: Warning: 000002D440376400: libcurl info message cache 4 (Empty reply from server)
[2023.04.30-14.08.36:998][491]LogHttp: Warning: 000002D440376400: libcurl info message cache 5 (Connection #0 to host web-proxy.myurl.com left intact)

HTTP TEST  1  "https://www.cnblogs.com/kekec"  // 使用https://www.cnblogs.com/kekec进行http测试

[2023.04.30-14.13.59:214][392]LogHttp: Warning: 000002D45410F900: invalid HTTP response code received. URL: https://www.cnblogs.com/kekec, HTTP code: 0, content length: 0, actual payload size: 0
[2023.04.30-14.13.59:215][392]LogHttp: Warning: 000002D45410F900: request failed, libcurl error: 56 (Failure when receiving data from the peer)
[2023.04.30-14.13.59:215][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 0 (Connection 7 seems to be dead!)
[2023.04.30-14.13.59:215][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 1 (Closing connection 7)
[2023.04.30-14.13.59:215][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 2 (Connection 8 seems to be dead!)
[2023.04.30-14.13.59:215][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 3 (Closing connection 8)
[2023.04.30-14.13.59:215][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 4 (Connection 9 seems to be dead!)
[2023.04.30-14.13.59:215][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 5 (Closing connection 9)
[2023.04.30-14.13.59:215][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 6 (Connection 10 seems to be dead!)
[2023.04.30-14.13.59:215][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 7 (Closing connection 10)
[2023.04.30-14.13.59:215][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 8 (Connection 11 seems to be dead!)
[2023.04.30-14.13.59:215][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 9 (Closing connection 11)
[2023.04.30-14.13.59:216][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 10 (Connection 12 seems to be dead!)
[2023.04.30-14.13.59:216][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 11 (Closing connection 12)
[2023.04.30-14.13.59:216][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 12 (Connection 13 seems to be dead!)
[2023.04.30-14.13.59:216][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 13 (Closing connection 13)
[2023.04.30-14.13.59:216][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 14 (Connection 14 seems to be dead!)
[2023.04.30-14.13.59:216][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 15 (Closing connection 14)
[2023.04.30-14.13.59:217][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 16 (Hostname web-proxy.myurl.com was found in DNS cache)
[2023.04.30-14.13.59:217][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 17 (  Trying 10.28.36.104...)
[2023.04.30-14.13.59:217][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 18 (TCP_NODELAY set)
[2023.04.30-14.13.59:217][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 19 (Connected to web-proxy.myrul.com (10.28.36.104) port 1080 (#15))
[2023.04.30-14.13.59:217][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 20 (allocate connect buffer!)
[2023.04.30-14.13.59:217][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 21 (Establish HTTP proxy tunnel to www.cnblogs.com:443)
[2023.04.30-14.13.59:217][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 22 (Proxy CONNECT aborted)
[2023.04.30-14.13.59:217][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 23 (CONNECT phase completed!)
[2023.04.30-14.13.59:217][392]LogHttp: Warning: 000002D45410F900: libcurl info message cache 24 (Connection #15 to host web-proxy.myurl.com left intact)

HTTP DUMPREQ  // Dump Request

HTTP Flush  // Flush

HTTP FILEUPLOAD "www.mydisk.com/logs" MyTest1_20130430.log  // 上传日志MyTest1_20130430.log到www.mydisk.com/logs

 

LLMEM SPAMALLOC  // 分配128个大小在[131072/2=65536, 131072]区间的内存分配,随即销毁这些分配

----> Spamming 128 allocations, from 65536..131072 bytes
----> Allocated 9370645 total bytes

LLMEM SPAMALLOC 1024 // 分配128个大小在[1024/2=512, 1024]区间的内存分配,随即销毁这些分配

----> Spamming 128 allocations, from 512..1024 bytes
----> Allocated 95294 total bytes