# 简体中文 (Simplified Chinese)

**URL:** https://forums.unrealengine.com/c/international/simplified-chinese/61.md?page=39

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**Page:** 40

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## [End game device cannot trigger failure](https://forums.unrealengine.com/t/end-game-device-cannot-trigger-failure/1909258)

<div class="topic-metadata">

**Author:** [@AnOneDay](https://forums.unrealengine.com/u/AnOneDay)\
**Replies:** 1\
**Last updated:** [June 20, 2024, 3:15am UTC](https://forums.unrealengine.com/t/end-game-device-cannot-trigger-failure/1909258 "2024-06-20T03:15:03Z")

</div>

Players with a team index of 1 will only display success when triggered, but not failure. How should this be resolved? teamIndex为 1 的玩家触发只显示成功，却不显示失败。这该怎么解决?

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## [ue5 config引擎文件夹打开里面没有/Script/Engine.RendererSettings这一行。](https://forums.unrealengine.com/t/ue5-config-script-engine-renderersettings/1907854)

<div class="topic-metadata">

**Author:** [@sjfdgnb814](https://forums.unrealengine.com/u/sjfdgnb814)\
**Replies:** 0\
**Last updated:** [June 18, 2024, 3:12pm UTC](https://forums.unrealengine.com/t/ue5-config-script-engine-renderersettings/1907854 "2024-06-18T15:12:45Z")

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在用ue5.4.2版本时，在设置置换贴图时打开config文件夹法线engine文件夹内没有/Script/Engine.RendererSettings这一行代码这个问题怎么解决

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## [ue5可以在关卡运行时动态的去编辑地图吗？例如刷高地面和平滑地面](https://forums.unrealengine.com/t/ue5/1808358)

<div class="topic-metadata">

**Author:** [@12qqqq12qqqq12](https://forums.unrealengine.com/u/12qqqq12qqqq12)\
**Replies:** 2\
**Last updated:** [June 18, 2024, 8:32am UTC](https://forums.unrealengine.com/t/ue5/1808358 "2024-06-18T08:32:31Z")

</div>

ue5可以在关卡运行时动态的去编辑地图吗？例如刷高地面和平滑地面，救救孩子吧

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## [场景全白！无论换哪个场景都是一样！](https://forums.unrealengine.com/t/topic/783323)

<div class="topic-metadata">

**Author:** [@LEXIAONENG](https://forums.unrealengine.com/u/LEXIAONENG)\
**Replies:** 6\
**Last updated:** [June 10, 2024, 3:11pm UTC](https://forums.unrealengine.com/t/topic/783323 "2024-06-10T15:11:14Z")

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第一人称场景（无修改）： 第三人称场景（无修改）： 也许是项目设置的问题？但我不知道是哪一个选项！（导入默认的 ） 依旧是一片白！

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## [换PBR灯光之后，所有特效都变纯黑了](https://forums.unrealengine.com/t/pbr/1896331)

<div class="topic-metadata">

**Author:** [@Ada\_WANG](https://forums.unrealengine.com/u/Ada_WANG)\
**Replies:** 0\
**Last updated:** [June 9, 2024, 1:20pm UTC](https://forums.unrealengine.com/t/pbr/1896331 "2024-06-09T13:20:54Z")

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我们项目已进行半年多，新来的TA和灯光师（是所谓的Unreal引擎传教者）觉得我们公司以前的打光都不标准，换成PBR Light，一瞬间所有的特效都变成了纯黑。 灯光师说有个解决办法是给所有特效材质里都手动加一个eye adapt节点，我就想问unreal如果要推广你们的PBR light，不能把emmisive正确显示的问题从源头解决么？要我们特效美术一个一个去改材质去适应这个傻逼的PBR灯光？从来没在别的引擎做的项目里见过这么傻逼…

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## [UE5.41很卡](https://forums.unrealengine.com/t/ue5-41/1846609)

<div class="topic-metadata">

**Author:** [@wanggang1839](https://forums.unrealengine.com/u/wanggang1839)\
**Replies:** 7\
**Last updated:** [June 8, 2024, 1:27pm UTC](https://forums.unrealengine.com/t/ue5-41/1846609 "2024-06-08T13:27:03Z")

</div>

不知道是啥原因，有遇到相同问题的吗？？属于那种移动一下鼠标或者点击下地方都要卡30S的情况. 我UE5.3不卡 电脑配置也不低

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## [流关卡关卡蓝图加载的问题](https://forums.unrealengine.com/t/topic/1880001)

<div class="topic-metadata">

**Author:** [@q1653045106](https://forums.unrealengine.com/u/q1653045106)\
**Replies:** 1\
**Last updated:** [June 7, 2024, 6:15am UTC](https://forums.unrealengine.com/t/topic/1880001 "2024-06-07T06:15:19Z")

</div>

最近接手一个项目，是大关卡里面加载一些流关卡，但是大关卡关卡蓝图不能控制流地图的物体，所以写在流地图里，有什么好的办法让主关卡的关卡蓝图调用流关卡的关卡蓝图函数吗？我在用ce ，但是感觉占用资源比较多？还有什么能节省资源的方法？

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## [游戏运行中骨骼网格体转换为静态网格体](https://forums.unrealengine.com/t/topic/1750764)

<div class="topic-metadata">

**Author:** [@llaomao](https://forums.unrealengine.com/u/llaomao)\
**Replies:** 3\
**Last updated:** [June 4, 2024, 8:48pm UTC](https://forums.unrealengine.com/t/topic/1750764 "2024-06-04T20:48:50Z")

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请问一下各位在蓝图中有没有方法可以实现在游戏运行中实时的将骨骼网格体转换为静态网格体的啊？

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## [如何处理摄像机边缘扭曲的问题？](https://forums.unrealengine.com/t/topic/1882224)

<div class="topic-metadata">

**Author:** [@Doser23333](https://forums.unrealengine.com/u/Doser23333)\
**Replies:** 1\
**Last updated:** [June 4, 2024, 8:47pm UTC](https://forums.unrealengine.com/t/topic/1882224 "2024-06-04T20:47:11Z")

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RT,需要渲染一段超宽的视频放投影机上，但是在UE当中设置摄像机的宽高比就会出现边缘扭曲的问题，该如何解决呢？

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## [Editable Text Can't Input](https://forums.unrealengine.com/t/editable-text-cant-input/1882635)

<div class="topic-metadata">

**Author:** [@LsjPoision](https://forums.unrealengine.com/u/LsjPoision)\
**Replies:** 1\
**Last updated:** [June 3, 2024, 6:42am UTC](https://forums.unrealengine.com/t/editable-text-cant-input/1882635 "2024-06-03T06:42:10Z")

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虚幻5.3版本中，在EditableText输入中文的情况下， 调用SetText重新设置了文本的输入，如果设置的文本内容比输入的文本内容短则导致文本框无法进行输入中文了；此时需要删除一个文字或者空格一下才能继续输入。 这个问题如何解决？ type or paste code here

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## [Metahumans error in packaged project](https://forums.unrealengine.com/t/metahumans-error-in-packaged-project/783037)

<div class="topic-metadata">

**Author:** [@loveulb](https://forums.unrealengine.com/u/loveulb)\
**Replies:** 13\
**Last updated:** [May 31, 2024, 3:12pm UTC](https://forums.unrealengine.com/t/metahumans-error-in-packaged-project/783037 "2024-05-31T15:12:51Z")

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I refer to metahuman in the project and use it normally in the editor. However, after packaging, run the program and prompt an error as follows: Assertion failed: CastResult \[File:D:\\build++UE5\\Sync\\Engine\\Source\\Runti…

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## [安卓打包时出现Error: no matching member function for call to 'GetPlayerStateChecked'](https://forums.unrealengine.com/t/error-no-matching-member-function-for-call-to-getplayerstatechecked/1825257)

<div class="topic-metadata">

**Author:** [@Online\_Learner\_s2DGi](https://forums.unrealengine.com/u/Online_Learner_s2DGi)\
**Replies:** 2\
**Last updated:** [May 30, 2024, 1:27am UTC](https://forums.unrealengine.com/t/error-no-matching-member-function-for-call-to-getplayerstatechecked/1825257 "2024-05-30T01:27:35Z")

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我在使用虚幻5.4自动配置安卓打包环境后开始打包，但出现找不到一个函数的情况、打包Windows时未出现此问题、请问有人能解答吗？

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## [在使用SetClipPlane节点时为什么会出现这种视觉效果](https://forums.unrealengine.com/t/setclipplane/1878933)

<div class="topic-metadata">

**Author:** [@SirAbelard](https://forums.unrealengine.com/u/SirAbelard)\
**Replies:** 2\
**Last updated:** [May 29, 2024, 4:19pm UTC](https://forums.unrealengine.com/t/setclipplane/1878933 "2024-05-29T16:19:34Z")

</div>

在使用如图配置的，使用RenderTarget与SetClipPlane节点实现的传送门效果时，为什么将传送门平面放在门框模型中部位置会产生这种现象？ 我的理解是已经将NearClipPlane设定为传送门的话，不应该不会出现这一道什么都没有的空隙吗？ er而如果将传送门平面放置在门框的末端，则是比较合理且正常的视觉效果。 想知道那道间隙产生的原因是什么，望懂行的大佬告知。

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## [如何指定计算高光时采用的视角](https://forums.unrealengine.com/t/topic/1877162)

<div class="topic-metadata">

**Author:** [@BKHao](https://forums.unrealengine.com/u/BKHao)\
**Replies:** 1\
**Last updated:** [May 29, 2024, 4:00pm UTC](https://forums.unrealengine.com/t/topic/1877162 "2024-05-29T16:00:11Z")

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我有一个需求，需要移动相机拍摄两张相邻区域的内容，然后拼接起来，相机是正交相机，因此可以平移。但因为相机位置改变，导致高光计算不一致，拼接时有明显的接缝。如何指定计算高光时采用的视点呢？

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## [导入metahuman后怎么用animation？](https://forums.unrealengine.com/t/metahuman-animation/1871976)

<div class="topic-metadata">

**Author:** [@chuneikura](https://forums.unrealengine.com/u/chuneikura)\
**Replies:** 0\
**Last updated:** [May 25, 2024, 6:22am UTC](https://forums.unrealengine.com/t/metahuman-animation/1871976 "2024-05-25T06:22:13Z")

</div>

为了让metahuman做我想让它做的animation，导入metahuman后，我应该怎么办？ 我把么metahuman追加到sequence后里面没看到animation的button。

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## [UE5，如何让两个及以上的天空大气同时显示？](https://forums.unrealengine.com/t/ue5/1871276)

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**Author:** [@yeren\_juntuan](https://forums.unrealengine.com/u/yeren_juntuan)\
**Replies:** 0\
**Last updated:** [May 24, 2024, 6:10pm UTC](https://forums.unrealengine.com/t/ue5/1871276 "2024-05-24T18:10:10Z")

</div>

我用ue5自带的天空大气，缩小地面半径模拟星球大气，但是发现创建两个及以上的天空大气只能够显示一个，有没有什么办法可以让天空大气同时显示两个及以上？

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## [有没有办法让Translucent Material的外观看起来像普通的Material？](https://forums.unrealengine.com/t/translucent-material-material/1863365)

<div class="topic-metadata">

**Author:** [@SirAbelard](https://forums.unrealengine.com/u/SirAbelard)\
**Replies:** 2\
**Last updated:** [May 22, 2024, 12:14am UTC](https://forums.unrealengine.com/t/translucent-material-material/1863365 "2024-05-22T00:14:26Z")

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比如我想让上图这个“可以看到内部状况的Translucent Material”看起来和下图创造的默认Material外观一样，有没有方法呢？我只需要它的CustomStencil功能用来创造一种传送门的效果。

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## [克隆项目后，蓝图节点名从函数名变成了K2node](https://forums.unrealengine.com/t/k2node/1862293)

<div class="topic-metadata">

**Author:** [@YRyanQ](https://forums.unrealengine.com/u/YRyanQ)\
**Replies:** 5\
**Last updated:** [May 21, 2024, 9:47am UTC](https://forums.unrealengine.com/t/k2node/1862293 "2024-05-21T09:47:39Z")

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当我克隆一个项目之后，打开蓝图，节点名称变成了k2node,请问我该如何修复它？

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## [关于蓝图混合空间调用？](https://forums.unrealengine.com/t/topic/1859825)

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**Author:** [@ssj567x](https://forums.unrealengine.com/u/ssj567x)\
**Replies:** 1\
**Last updated:** [May 19, 2024, 10:09am UTC](https://forums.unrealengine.com/t/topic/1859825 "2024-05-19T10:09:19Z")

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我明明有岩石混合空间怎么不能添加引脚啊？

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## [选择了前向着色器之后，延迟渲染还有吗？](https://forums.unrealengine.com/t/topic/1854025)

<div class="topic-metadata">

**Author:** [@user\_e17095991c5d5cea76aba88befae2945d04716394a6de2c0623c37](https://forums.unrealengine.com/u/user_e17095991c5d5cea76aba88befae2945d04716394a6de2c0623c37)\
**Replies:** 1\
**Last updated:** [May 15, 2024, 1:19am UTC](https://forums.unrealengine.com/t/topic/1854025 "2024-05-15T01:19:50Z")

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我的游戏需要半透明的枪，所以我用了前向着色器，就是不知道渲染管线会变成怎样？默认的延迟渲染还在不在

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## [不透明材质，怎样才能禁用深度测试？](https://forums.unrealengine.com/t/topic/1855160)

<div class="topic-metadata">

**Author:** [@user\_e17095991c5d5cea76aba88befae2945d04716394a6de2c0623c37](https://forums.unrealengine.com/u/user_e17095991c5d5cea76aba88befae2945d04716394a6de2c0623c37)\
**Replies:** 0\
**Last updated:** [May 14, 2024, 7:11am UTC](https://forums.unrealengine.com/t/topic/1855160 "2024-05-14T07:11:34Z")

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有办法吗？

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## [求助，3DUI 颜色和2D表现不一致怎么处理？](https://forums.unrealengine.com/t/3dui-2d/1850780)

<div class="topic-metadata">

**Author:** [@cunzai898yuhiy](https://forums.unrealengine.com/u/cunzai898yuhiy)\
**Replies:** 0\
**Last updated:** [May 11, 2024, 7:28am UTC](https://forums.unrealengine.com/t/3dui-2d/1850780 "2024-05-11T07:28:51Z")

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我在VR中做了一个3DUI菜单，但是上面的图片色彩和2D中表现不一致，看起来有点暗的，怎么处理？是要做后期处理还是什么？ 场景中图片： 2D中图片：

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## [什么时候可以关联maya](https://forums.unrealengine.com/t/maya/1850712)

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**Author:** [@STX\_sheking](https://forums.unrealengine.com/u/STX_sheking)\
**Replies:** 0\
**Last updated:** [May 11, 2024, 6:26am UTC](https://forums.unrealengine.com/t/maya/1850712 "2024-05-11T06:26:50Z")

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:face\_holding\_back\_tears: :face\_holding\_back\_tears: :face\_holding\_back\_tears: :face\_holding\_back\_tears: :face\_holding\_back\_tears:球球了大神

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## [导入FBX文件后需要自己制作吗，不能用既成的吗](https://forums.unrealengine.com/t/fbx/1849258)

<div class="topic-metadata">

**Author:** [@chuneikura](https://forums.unrealengine.com/u/chuneikura)\
**Replies:** 1\
**Last updated:** [May 11, 2024, 1:44am UTC](https://forums.unrealengine.com/t/fbx/1849258 "2024-05-11T01:44:43Z")

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请问，我把人物的3D模型的FBX文件导入UE5了，然后导入之后看了UE里面，但好像不能直接用既成的3D模型。是不是需要自己制作吗？

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## [求助，材质半透明的问题](https://forums.unrealengine.com/t/topic/1850414)

<div class="topic-metadata">

**Author:** [@user\_e17095991c5d5cea76aba88befae2945d04716394a6de2c0623c37](https://forums.unrealengine.com/u/user_e17095991c5d5cea76aba88befae2945d04716394a6de2c0623c37)\
**Replies:** 0\
**Last updated:** [May 11, 2024, 12:35am UTC](https://forums.unrealengine.com/t/topic/1850414 "2024-05-11T00:35:14Z")

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我设置了一个简单的半透明材质，然后把这个材质挂在枪上，当我人物移动的时候，这把枪就会出现严重的抖动和模糊，这是怎么解决？

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## [InstancedStaticMeshComponent与TAA中的速度缓存之间的bug](https://forums.unrealengine.com/t/instancedstaticmeshcomponent-taa-bug/1849795)

<div class="topic-metadata">

**Author:** [@lcsilence](https://forums.unrealengine.com/u/lcsilence)\
**Replies:** 0\
**Last updated:** [May 10, 2024, 3:02pm UTC](https://forums.unrealengine.com/t/instancedstaticmeshcomponent-taa-bug/1849795 "2024-05-10T15:02:11Z")

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当我在使用InstancedStaticMeshComponent的时候，如果我每帧调用UpdateInstanceTransform方法去更新Instance的位置的时候，我发现在渲染VelocityBuffer的时候，获取的PrevLocalToWorld矩阵是错误的。导致速度buffer的结果是错误的。有大佬知道怎么处理这种问题吗

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## [如何改变材质的渲染顺序？](https://forums.unrealengine.com/t/topic/1844053)

<div class="topic-metadata">

**Author:** [@user\_e17095991c5d5cea76aba88befae2945d04716394a6de2c0623c37](https://forums.unrealengine.com/u/user_e17095991c5d5cea76aba88befae2945d04716394a6de2c0623c37)\
**Replies:** 1\
**Last updated:** [May 7, 2024, 6:54am UTC](https://forums.unrealengine.com/t/topic/1844053 "2024-05-07T06:54:35Z")

</div>

我在制作一个FPS游戏，但是枪靠近墙壁的时候会穿墙，想知道怎么修改枪的渲染顺序，有相关的教程吗？或者具体的操作。我之前在unity里，有一个摄像机堆叠，可以很简单解决枪穿模的问题，但换成虚幻引擎，我就不知道怎么处理了

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## [bCastDynamicShadow](https://forums.unrealengine.com/t/bcastdynamicshadow/1843037)

<div class="topic-metadata">

**Author:** [@HH\_tony](https://forums.unrealengine.com/u/HH_tony)\
**Replies:** 0\
**Last updated:** [May 6, 2024, 3:02pm UTC](https://forums.unrealengine.com/t/bcastdynamicshadow/1843037 "2024-05-06T15:02:02Z")

</div>

BP\_RepSpline\_Isolation11\_36 除非将bCastDynamicShadow设为false，否则大型actor将接收预投影，并会导致极大的性能开销。 BP\_RepSpline\_Isolation19 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set…

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## [这是不是最基础的bug，用行人模式冲向凸起的山脉会陷入地底无法出来 这是去见阎王了么 我搭了这么么久的模型，直接用不了了](https://forums.unrealengine.com/t/bug/1832264)

<div class="topic-metadata">

**Author:** [@hhlbioubiou](https://forums.unrealengine.com/u/hhlbioubiou)\
**Replies:** 0\
**Last updated:** [April 30, 2024, 5:51am UTC](https://forums.unrealengine.com/t/bug/1832264 "2024-04-30T05:51:24Z")

</div>

这是不是最基础的bug，用行人模式冲向凸起的山脉会陷入地底无法出来 这是去见阎王了么 我搭了这么么久的模型，直接用不了了

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## [角色生成场景中OnComponentBeginOverlap 有时后突然重叠多次？](https://forums.unrealengine.com/t/oncomponentbeginoverlap/1623772)

<div class="topic-metadata">

**Author:** [@jmklgasdas](https://forums.unrealengine.com/u/jmklgasdas)\
**Replies:** 1\
**Last updated:** [May 4, 2024, 2:53pm UTC](https://forums.unrealengine.com/t/oncomponentbeginoverlap/1623772 "2024-05-04T14:53:29Z")

</div>

角色出生时，点击攻击键，会突然重叠多次？

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