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