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不是工作世界分区UE5。怎么解决这个问题?
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Stack Overflow用户
提问于 2022-06-26 14:14:13
回答 1查看 1.3K关注 0票数 -3

世界分割不是为我工作的。我创建一个级别,然后将其转换为世界分区。然后,我得到以下错误:

代码语言:javascript
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Conversion completed:
[2022.06.26-14.00.57:161][ 0]LogD3D12RHI: Display: Not using pipeline state disk cache per r.D3D12.PSO.DiskCache=0
[2022.06.26-14.00.57:161][ 0]LogD3D12RHI: Display: Not using driver-optimized pipeline state disk cache per r.D3D12.PSO.DriverOptimizedDiskCache=0
[2022.06.26-14.00.57:348][ 0]LogTextureFormatETC2: Display: ETC2 Texture loading DLL: TextureConverter.dll
[2022.06.26-14.00.57:356][ 0]LogTextureFormatOodle: Display: Oodle Texture TFO init; latest sdk version=2.9.5
[2022.06.26-14.00.57:356][ 0]LogTextureFormatOodle: Display: Oodle Texture loading DLL: oo2tex_win64_2.9.5.dll
[2022.06.26-14.00.57:369][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android'
[2022.06.26-14.00.57:370][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_ASTC'
[2022.06.26-14.00.57:370][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_DXT'
[2022.06.26-14.00.57:370][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_ETC2'
[2022.06.26-14.00.57:370][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'AndroidClient'
[2022.06.26-14.00.57:370][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_ASTCClient'
[2022.06.26-14.00.57:370][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_DXTClient'
[2022.06.26-14.00.57:370][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_ETC2Client'
[2022.06.26-14.00.57:370][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_Multi'
[2022.06.26-14.00.57:370][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_MultiClient'
[2022.06.26-14.00.57:373][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'HoloLens'
[2022.06.26-14.00.57:373][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'HoloLensClient'
[2022.06.26-14.00.57:377][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'IOS'
[2022.06.26-14.00.57:378][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'IOSClient'
[2022.06.26-14.00.57:381][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'Linux'
[2022.06.26-14.00.57:381][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'LinuxEditor'
[2022.06.26-14.00.57:381][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'LinuxServer'
[2022.06.26-14.00.57:381][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'LinuxClient'
[2022.06.26-14.00.57:385][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'LinuxArm64'
[2022.06.26-14.00.57:385][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'LinuxArm64Server'
[2022.06.26-14.00.57:385][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'LinuxArm64Client'
[2022.06.26-14.00.57:388][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'TVOS'
[2022.06.26-14.00.57:388][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'TVOSClient'
[2022.06.26-14.00.57:394][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'Windows'
[2022.06.26-14.00.57:394][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'WindowsEditor'
[2022.06.26-14.00.57:394][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'WindowsServer'
[2022.06.26-14.00.57:394][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'WindowsClient'
[2022.06.26-14.00.57:394][ 0]LogTargetPlatformManager: Display: Building Assets For WindowsEditor
[2022.06.26-14.00.57:403][ 0]LogAudioDebug: Display: Lib vorbis DLL was dynamically loaded.
[2022.06.26-14.00.57:470][ 0]LogShaderCompilers: Display: Compiling shader autogen file: ../../../../../../Users/adm/Documents/Unreal Projects/ MyProject4/Intermediate/ShaderAutogen/PCD3D_SM5/AutogenShaderHeaders.ush
[2022.06.26-14.00.57:470][ 0]LogShaderCompilers: Display: Autogen file is unchanged, skipping write.
[2022.06.26-14.00.57:470][ 0]LogShaderCompilers: Display: Compiling shader autogen file: ../../../../../../Users/adm/Documents/Unreal Projects/ MyProject4/Intermediate/ShaderAutogen/PCD3D_ES31/AutogenShaderHeaders.ush
[2022.06.26-14.00.57:470][ 0]LogShaderCompilers: Display: Autogen file is unchanged, skipping write.
[2022.06.26-14.00.57:496][ 0]LogDerivedDataCache: Display: ../../../Engine/DerivedDataCache/Compressed.ddp: Opened pak cache for reading. (1096 MiB)
[2022.06.26-14.00.57:515][ 0]LogDerivedDataCache: Display: Performance to C:/Users/adm/AppData/Local/UnrealEngine/Common/DerivedDataCache: Latency=0.05ms. RandomReadSpeed=490.03MBs, RandomWriteSpeed=57.53MBs. Assigned SpeedClass 'Local'
[2022.06.26-14.00.57:524][ 0]LogShaderCompilers: Display: Using Local Shader Compiler with 5 workers.
[2022.06.26-14.00.59:317][ 0]LogEditorDomain: Display: EditorDomain is Disabled
[2022.06.26-14.00.59:531][ 0]LogTexture: Display: Texture Encode Speed: Final (cook).
[2022.06.26-14.00.59

在此之后,无论我如何设置加载距离和单元格的大小,即使我将距离设置为300,我的对象(例如)仍然可以在数公里内保持可见。请帮帮忙

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回答 1

Stack Overflow用户

发布于 2022-07-01 08:55:28

请检查:1.空间加载应检查演员细节面板中的演员,以便由世界分区系统自动加载和卸载。2.单元的加载和卸载将被流媒体源激活,这是播放器控制器默认启用的,也可以使用World激活。文件:https://docs.unrealengine.com/5.0/en-US/world-partition-in-unreal-engine/

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页面原文内容由Stack Overflow提供。腾讯云小微IT领域专用引擎提供翻译支持
原文链接:

https://stackoverflow.com/questions/72762334

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