# 简体中文 (Simplified Chinese)

**URL:** https://forums.unrealengine.com/c/international/simplified-chinese/61.md?page=41

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**Page:** 42

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## [为什么开了路径追踪后，丁达尔雾效和贴标都渲染不出来了？](https://forums.unrealengine.com/t/topic/1828369)

<div class="topic-metadata">

**Author:** [@anonymous\_user\_756deb70](https://forums.unrealengine.com/u/anonymous_user_756deb70)\
**Replies:** 1\
**Last updated:** [April 29, 2024, 3:17pm UTC](https://forums.unrealengine.com/t/topic/1828369 "2024-04-29T15:17:25Z")

</div>

为什么开了路径追踪后，丁达尔雾效和贴标，视频贴图都渲染不出来了？可否在后面的版本里改进一下

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## [revit模型导出fbx文件后，在Twinmotion2022.1中导入，经常会丢失构件。](https://forums.unrealengine.com/t/revit-fbx-twinmotion2022-1/1828239)

<div class="topic-metadata">

**Author:** [@tiqun1980](https://forums.unrealengine.com/u/tiqun1980)\
**Replies:** 1\
**Last updated:** [April 29, 2024, 3:14pm UTC](https://forums.unrealengine.com/t/revit-fbx-twinmotion2022-1/1828239 "2024-04-29T15:14:54Z")

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## [How to save project created with Ver.2022.1 Preview as a format which is compatible with Ver.2021.1.4 ? 
如何才能将用2022.1 Preview版本创建的项目存储为与2021版本相兼容的版本？](https://forums.unrealengine.com/t/how-to-save-project-created-with-ver-2022-1-preview-as-a-format-which-is-compatible-with-ver-2021-1-4-2022-1-preview-2021/1828186)

<div class="topic-metadata">

**Author:** [@anonymous\_user\_756deb70](https://forums.unrealengine.com/u/anonymous_user_756deb70)\
**Replies:** 1\
**Last updated:** [April 29, 2024, 3:13pm UTC](https://forums.unrealengine.com/t/how-to-save-project-created-with-ver-2022-1-preview-as-a-format-which-is-compatible-with-ver-2021-1-4-2022-1-preview-2021/1828186 "2024-04-29T15:13:09Z")

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How to save project created with Ver.2022.1 Preview as a format which is compatible with Ver.2021.1.4 ? Because i am aiming at using the UE4 plugin which can import tw files into UE4 projects. But the plugin only support…

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## [导出模型时显示密钥无效](https://forums.unrealengine.com/t/topic/1821147)

<div class="topic-metadata">

**Author:** [@sucsnake](https://forums.unrealengine.com/u/sucsnake)\
**Replies:** 1\
**Last updated:** [April 26, 2024, 7:18am UTC](https://forums.unrealengine.com/t/topic/1821147 "2024-04-26T07:18:37Z")

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为什么我建立模型之后，在导出网格时会显示文件解密密钥无效

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## [如果不利用固定服务器，只采用玩家P2P的方式可以实现战地的多人大战场吗？](https://forums.unrealengine.com/t/p2p/1819471)

<div class="topic-metadata">

**Author:** [@Anonymous\_51cb9c347797006a73e69f86c031ed93](https://forums.unrealengine.com/u/Anonymous_51cb9c347797006a73e69f86c031ed93)\
**Replies:** 0\
**Last updated:** [April 24, 2024, 5:05pm UTC](https://forums.unrealengine.com/t/p2p/1819471 "2024-04-24T17:05:38Z")

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大家有没有思路？讨论一下

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## [UE5.2引擎编译失败](https://forums.unrealengine.com/t/ue5-2/1269755)

<div class="topic-metadata">

**Author:** [@Kylin\_PJF](https://forums.unrealengine.com/u/Kylin_PJF)\
**Replies:** 3\
**Last updated:** [April 23, 2024, 4:48am UTC](https://forums.unrealengine.com/t/ue5-2/1269755 "2024-04-23T04:48:43Z")

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\--------------------Project: Default------------------------------------------- \*\* For UnrealEditor-Win64-Development \*\* \[1/31\] NearestNeighborOptimizedNetwork.ispc (0:00.14 at +0:00) Warning: No output file or header…

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## [素材太少了，素材分类不合理，分类不够细分，建设增加模型库和素材库，类似D5和lumion](https://forums.unrealengine.com/t/d5-lumion/1813999)

<div class="topic-metadata">

**Author:** [@059cc68bda4e4792a9a25f2a33e04ca4](https://forums.unrealengine.com/u/059cc68bda4e4792a9a25f2a33e04ca4)\
**Replies:** 0\
**Last updated:** [April 21, 2024, 2:10pm UTC](https://forums.unrealengine.com/t/d5-lumion/1813999 "2024-04-21T14:10:58Z")

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素材太少了，素材分类不合理，分类不够细分，建设增加模型库和素材库，类似D5和lumion

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## [关于ue5.3的默认设置参数](https://forums.unrealengine.com/t/ue5-3/1813992)

<div class="topic-metadata">

**Author:** [@Haike\_C](https://forums.unrealengine.com/u/Haike_C)\
**Replies:** 0\
**Last updated:** [April 21, 2024, 2:08pm UTC](https://forums.unrealengine.com/t/ue5-3/1813992 "2024-04-21T14:08:43Z")

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打开三视图，显示的坐标莫名其妙的非常大。还有就是，每次打开的场景光源该怎么设置，一片白或是黄，无奈只能关掉光源。（来自萌新的提问）

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## [UE5 official version running experience version crash](https://forums.unrealengine.com/t/ue5-official-version-running-experience-version-crash/660029)

<div class="topic-metadata">

**Author:** [@941724](https://forums.unrealengine.com/u/941724)\
**Replies:** 1\
**Last updated:** [April 20, 2024, 11:03pm UTC](https://forums.unrealengine.com/t/ue5-official-version-running-experience-version-crash/660029 "2024-04-20T23:03:06Z")

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LoginId:9e7fd01e497bf0e7c1945095606b4ea6 EpicAccountId:a517d394332b47b7b28454a33e43705f Assertion failed: WidgetPtr \[File:D:\\build\\++UE5\\Sync\\Engine\\Source\\Runtime\\SlateCore\\Public\\Layout\\WidgetSlotWithAttributeSupport.…

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## [关于#ue5#的问题：捕获2d功能下的场景过度曝光，噪点大](https://forums.unrealengine.com/t/ue5-2d/1389301)

<div class="topic-metadata">

**Author:** [@qwertyuio1989](https://forums.unrealengine.com/u/qwertyuio1989)\
**Replies:** 2\
**Last updated:** [April 20, 2024, 1:45pm UTC](https://forums.unrealengine.com/t/ue5-2d/1389301 "2024-04-20T13:45:08Z")

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在场景中使用了捕获2d功能并且后期处理效果（Post-processing effect）设置了一个黑白场景的材质。（如图1，2）目前为了让后期处理效果在捕获2d中有效使用了final color模式（如图3），但是运行时场景出现大噪点，过度曝光的现象（初始模式SceneColor (HDR) in RGB,Inv Opacity in A中没有这种情况），请问该如何解决场景噪点大，过度曝光的问题？（如图4） 是学生…

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## [通过MRQ渲染Ndisplay的时间效果与在配置文件里显示的输出效果不一样](https://forums.unrealengine.com/t/mrq-ndisplay/1812022)

<div class="topic-metadata">

**Author:** [@madjatq](https://forums.unrealengine.com/u/madjatq)\
**Replies:** 0\
**Last updated:** [April 20, 2024, 3:44am UTC](https://forums.unrealengine.com/t/mrq-ndisplay/1812022 "2024-04-20T03:44:31Z")

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通过MRQ渲染Ndisplay的时间效果与在配置文件里显示的输出效果不一样，配置文件里显示的输出效果看起来是正确的，但是渲染出来的效果你是扭曲的不正确一样

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## [求助，开启根运动和使用根运动物理旋转是无法计算运动角度的吗？原理是什么](https://forums.unrealengine.com/t/topic/1811247)

<div class="topic-metadata">

**Author:** [@AkJoeng](https://forums.unrealengine.com/u/AkJoeng)\
**Replies:** 0\
**Last updated:** [April 19, 2024, 3:07pm UTC](https://forums.unrealengine.com/t/topic/1811247 "2024-04-19T15:07:07Z")

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求助大佬，角色移动组件下的“允许动画根运动中存在物理旋转”开启的话，要怎么才能获得旋转角度。试了一下，好像关了根运动和这个选项就能正常获取角度。

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## [Cesium for Unreal 没办法打包](https://forums.unrealengine.com/t/cesium-for-unreal/1808357)

<div class="topic-metadata">

**Author:** [@ZYZGDF](https://forums.unrealengine.com/u/ZYZGDF)\
**Replies:** 3\
**Last updated:** [April 18, 2024, 3:52pm UTC](https://forums.unrealengine.com/t/cesium-for-unreal/1808357 "2024-04-18T15:52:46Z")

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我再win10 win11 都正常安装了 VS2022 已经 VS2019 的情况下能够直接打包出来EXE 2.但是 在另一台 win10 VS2019 没办法打包 并且报错缺少链接这个问题。目前不太明白到底怎么回事。仅仅是当前插件没办法正常打包，这是我个人的电脑，之前一直没有遇到此类问题，难道是我将win10 更新关闭的原因吗。 3.报错如下 【UATHelper: 打包 (Windows): \[2/2\] Link …

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## [UE5.2 没办法创建C++项目](https://forums.unrealengine.com/t/ue5-2-c/1809592)

<div class="topic-metadata">

**Author:** [@ZYZGDF](https://forums.unrealengine.com/u/ZYZGDF)\
**Replies:** 1\
**Last updated:** [April 18, 2024, 1:42pm UTC](https://forums.unrealengine.com/t/ue5-2-c/1809592 "2024-04-18T13:42:25Z")

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\`Running C:/Program Files/Epic Games/UE\_5.2/Engine/Build/BatchFiles/Build.bat -projectfiles -project=“G:/UESave/UECPP/UECppTest/UECppTest.uproject” -game -rocket -progress Using bundled DotNet SDK version: 6.0.302 Run…

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## [使用GameMode的 bDelayedStart = true，10s后StartMatch，监听服务器为啥无法控制输入](https://forums.unrealengine.com/t/gamemode-bdelayedstart-true-10s-startmatch/1584915)

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**Author:** [@aiWXHN](https://forums.unrealengine.com/u/aiWXHN)\
**Replies:** 2\
**Last updated:** [April 18, 2024, 7:03am UTC](https://forums.unrealengine.com/t/gamemode-bdelayedstart-true-10s-startmatch/1584915 "2024-04-18T07:03:33Z")

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1.这是我的代码，就是使用GameMode的延迟开始，10s后执行StartMatch()开始比赛 ABlasterGameMode::ABlasterGameMode() { bDelayedStart = true; } void ABlasterGameMode::BeginPlay() { Super::BeginPlay(); StartingLevelTime = GetWorld()-\>TimeSeconds; }…

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## [HELP:UE5.3 Pixel Streaming ,web 404](https://forums.unrealengine.com/t/help-ue5-3-pixel-streaming-web-404/1527010)

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**Author:** [@ZCMebius](https://forums.unrealengine.com/u/ZCMebius)\
**Replies:** 2\
**Last updated:** [April 18, 2024, 6:58am UTC](https://forums.unrealengine.com/t/help-ue5-3-pixel-streaming-web-404/1527010 "2024-04-18T06:58:19Z")

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在UE5.3中启用像素流插件，想在编辑器模式下看下网页，但是打开网页后，提示404。UE5.2也是如此，但是在5.1里可以正常打开。请问如何解决？

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## [The rotation is not smooth when the mouse is showing/显示鼠标后转动时画面卡顿](https://forums.unrealengine.com/t/the-rotation-is-not-smooth-when-the-mouse-is-showing/1794106)

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**Author:** [@Ravyn\_Clown](https://forums.unrealengine.com/u/Ravyn_Clown)\
**Replies:** 2\
**Last updated:** [April 17, 2024, 9:41am UTC](https://forums.unrealengine.com/t/the-rotation-is-not-smooth-when-the-mouse-is-showing/1794106 "2024-04-17T09:41:50Z")

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bShowMouseCursor勾选显示鼠标光标以后，左右旋转视角就变得卡顿，在较大的运动中还会有明显的抖动。移动的视角并不受影响，还是比较丝滑的。有什么办法可以优化一下吗？添加运动模糊之类的？ 复现：我只是在第一人称模板里的“事件开始运行”的最后加了一个set bShowMouseCursor When bShowMouseCursor checks the display mouse cursor, the left and r…

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## [求助，虚拟骨骼多层嵌套吗？](https://forums.unrealengine.com/t/topic/1789596)

<div class="topic-metadata">

**Author:** [@user\_e17095991c5d5cea76aba88befae2945d04716394a6de2c0623c37](https://forums.unrealengine.com/u/user_e17095991c5d5cea76aba88befae2945d04716394a6de2c0623c37)\
**Replies:** 0\
**Last updated:** [April 5, 2024, 5:06pm UTC](https://forums.unrealengine.com/t/topic/1789596 "2024-04-05T17:06:27Z")

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在虚幻4中，我在小白人的骨骼里，创建了一根虚拟骨骼，但是，这根虚拟骨骼不支持层级，我无法在这根虚拟骨骼里创建更多虚拟骨骼。 我想请教，虚幻5的虚拟骨骼，可以支持多层嵌套吗？

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## [关于我在VR预览模式下观察Metahuman头部毛发时遇到的问题](https://forums.unrealengine.com/t/vr-metahuman/1778398)

<div class="topic-metadata">

**Author:** [@penguinman\_zzz](https://forums.unrealengine.com/u/penguinman_zzz)\
**Replies:** 0\
**Last updated:** [March 30, 2024, 1:54am UTC](https://forums.unrealengine.com/t/vr-metahuman/1778398 "2024-03-30T01:54:11Z")

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在启用VR预览的时候，我的左眼视窗是可以正常观察到metahuman头上的毛发包括正常的LOD变化。问题主要在右眼视窗在LOD0或者1开始会出现差异，也就是我靠近到LOD1之后，右眼的视窗里的毛发就会显示不出来。 看老外是开Use Cards解决头发的问题，但是其它的毛发启用就直接消失了，现在的办法就只能强制LOD2才能解决左右视窗差异的问题。 个人感觉会是VRPawn的问题，有老哥来教教吗

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## [创建多窗口问题](https://forums.unrealengine.com/t/topic/1775482)

<div class="topic-metadata">

**Author:** [@Le\_sii](https://forums.unrealengine.com/u/Le_sii)\
**Replies:** 0\
**Last updated:** [March 28, 2024, 3:11am UTC](https://forums.unrealengine.com/t/topic/1775482 "2024-03-28T03:11:06Z")

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我在项目中用Slate 创建了一个SWindow.用的 SNew(SWindow). 现在我希望将UMG渲染到这个窗口中，从网上找的各种方式，基本方式是使用 CreatedWidget = CreateWidget(GetWorld(), WidgetType); TSharedPtr\<SWidget\> SlateWidget = CreatedWidget-\>TakeWidget(); WindowHandle-\>SetC…

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## [HTC vive foucs3设备 启用官方插件Vive openxr后 进入官方提供vr模版场景自动崩溃](https://forums.unrealengine.com/t/htc-vive-foucs3-vive-openxr-vr/1774925)

<div class="topic-metadata">

**Author:** [@user\_77be689e6215f2879baced536a9bb8f38479a4bade78dade89c96f](https://forums.unrealengine.com/u/user_77be689e6215f2879baced536a9bb8f38479a4bade78dade89c96f)\
**Replies:** 0\
**Last updated:** [March 27, 2024, 5:43pm UTC](https://forums.unrealengine.com/t/htc-vive-foucs3-vive-openxr-vr/1774925 "2024-03-27T17:43:30Z")

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以下为官方提供的下载链接 Download: OpenXR for Unreal - Developer Resources (vive.com) 如果在其他场景启动Vive openxr插件 进入VR预览模式后 则会导致手柄操作失灵。

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## [UE4和UE5打开项目工程之后，整个界面卡住](https://forums.unrealengine.com/t/ue4-ue5/555536)

<div class="topic-metadata">

**Author:** [@SUNN\_00](https://forums.unrealengine.com/u/SUNN_00)\
**Replies:** 3\
**Last updated:** [March 27, 2024, 5:43pm UTC](https://forums.unrealengine.com/t/ue4-ue5/555536 "2024-03-27T17:43:25Z")

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UE打开项目工程之后，在菜单栏或者工具栏操作一会，整个软件就卡死了，但是鼠标还能动，可是进程也结束不了，软件重新安装，显卡驱动也更新了，输入法问题也排除了，都不行，还有什么解决方法吗？ type or paste code here

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## [UE5 渲染顶点动画模型时，阴影不会更新](https://forums.unrealengine.com/t/ue5/1774924)

<div class="topic-metadata">

**Author:** [@Edward\_Lic](https://forums.unrealengine.com/u/Edward_Lic)\
**Replies:** 0\
**Last updated:** [March 27, 2024, 5:43pm UTC](https://forums.unrealengine.com/t/ue5/1774924 "2024-03-27T17:43:24Z")

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在使用材质WPO制作顶点动画时，UE5中的模型阴影不会实时更新，但是UE4中是正常的，都是默认设置，不知道是什么地方除了问题。

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## [新更新的5.4版本也无法在地形上使用substrate材质吗？](https://forums.unrealengine.com/t/5-4-substrate/1771709)

<div class="topic-metadata">

**Author:** [@xux](https://forums.unrealengine.com/u/xux)\
**Replies:** 0\
**Last updated:** [March 25, 2024, 4:20pm UTC](https://forums.unrealengine.com/t/5-4-substrate/1771709 "2024-03-25T16:20:46Z")

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即使在新更新的UE5.4版本中增加了substrate材质系统的‘材质属性’输入，依然没有改变把substrate应用到地形上就出错的问题，请教大家有什么解决办法？还是这依然算是bug

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## [UGameplayCueManager.PendingExecuteCues做pending的意义是什么](https://forums.unrealengine.com/t/ugameplaycuemanager-pendingexecutecues-pending/1770802)

<div class="topic-metadata">

**Author:** [@xiaoxuefei](https://forums.unrealengine.com/u/xiaoxuefei)\
**Replies:** 0\
**Last updated:** [March 25, 2024, 1:55am UTC](https://forums.unrealengine.com/t/ugameplaycuemanager-pendingexecutecues-pending/1770802 "2024-03-25T01:55:59Z")

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如题。 看起来做了下汇总，后面scope析构的时候统一发， 但是flush时，也没有做什么合并之类的处理，也是挨个cue做多播 call\_invoke。 这样的话，与不做这queue缓存，在调用的时候直接多播有什么区别呢？

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## [关于植物的阴影问题](https://forums.unrealengine.com/t/topic/1766853)

<div class="topic-metadata">

**Author:** [@user\_ecfcaada3dc0024b2e84c121fab735c4f0815434a00eeca1352fc2](https://forums.unrealengine.com/u/user_ecfcaada3dc0024b2e84c121fab735c4f0815434a00eeca1352fc2)\
**Replies:** 0\
**Last updated:** [March 22, 2024, 3:12pm UTC](https://forums.unrealengine.com/t/topic/1766853 "2024-03-22T15:12:07Z")

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相机速度很快的穿过树的时候会产生死黑的一片，在这个地方停留几秒后黑色消失了画面正常，渲染出来也会有黑色的阴影在闪烁，不知道是什么原因造成的。前面有东西挡着下一帧就会留有前一帧的形状的黑色

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## [虚幻5疯狂Crash](https://forums.unrealengine.com/t/5-crash/1186291)

<div class="topic-metadata">

**Author:** [@user\_6f42fe65bda76a2be005c580ba3abfbd00551cee314d09d56bac77](https://forums.unrealengine.com/u/user_6f42fe65bda76a2be005c580ba3abfbd00551cee314d09d56bac77)\
**Replies:** 3\
**Last updated:** [March 17, 2024, 1:33pm UTC](https://forums.unrealengine.com/t/5-crash/1186291 "2024-03-17T13:33:07Z")

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我现在打开个空工程，在里面晃荡几圈，其他什么也不做，过一会儿就Crash了，有些时候还没打开完就Crash 了，我把unreal全删了重新安装都没用，有没有人知道为什么，怎么排查？？？怎么解决？？？ Unhandled Exception: EXCEPTION\_ACCESS\_VIOLATION reading address 0x0000000000000010 UnrealEditor\_RenderCore UnrealEdit…

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## [unreal5.3，widget interaction无法命中UI](https://forums.unrealengine.com/t/unreal5-3-widget-interaction-ui/1750893)

<div class="topic-metadata">

**Author:** [@Online\_Learner\_6gPkP](https://forums.unrealengine.com/u/Online_Learner_6gPkP)\
**Replies:** 0\
**Last updated:** [March 14, 2024, 5:05am UTC](https://forums.unrealengine.com/t/unreal5-3-widget-interaction-ui/1750893 "2024-03-14T05:05:05Z")

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只要UI稍微离远一点，就无法命中了，你们可以看得出来，检测线还有那么长

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## [UE5 Linux Package Failed](https://forums.unrealengine.com/t/ue5-linux-package-failed/1750011)

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**Author:** [@SummonSkele](https://forums.unrealengine.com/u/SummonSkele)\
**Replies:** 0\
**Last updated:** [March 13, 2024, 6:36pm UTC](https://forums.unrealengine.com/t/ue5-linux-package-failed/1750011 "2024-03-13T18:36:37Z")

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LogUObjectHash: Compacting FUObjectHashTables data took 1.39ms LogTurnkeySupport: Selected target: XXB LogLauncherProfile: Unable to use promoted target - receipt …/…/…/…/…/…/UEProject/XXB/Binaries/Linux/XXB.target i…

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## [Can I package my game project as a Android aar library，and use render as an Android view componet in the other Android project.](https://forums.unrealengine.com/t/can-i-package-my-game-project-as-a-android-aar-library-and-use-render-as-an-android-view-componet-in-the-other-android-project/777624)

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**Author:** [@Wood23636](https://forums.unrealengine.com/u/Wood23636)\
**Replies:** 1\
**Last updated:** [March 13, 2024, 6:35pm UTC](https://forums.unrealengine.com/t/can-i-package-my-game-project-as-a-android-aar-library-and-use-render-as-an-android-view-componet-in-the-other-android-project/777624 "2024-03-13T18:35:59Z")

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Hello, I am use UE4 for a HMI on automotive , now I need package the project as a Android View component. The third Application can use it like a Android View not an activity. can anyone use it like this?

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