# 简体中文 (Simplified Chinese)

**URL:** https://forums.unrealengine.com/c/international/simplified-chinese/61.md?page=7

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**Page:** 8

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## [Livelinkface面部捕捉，有不符合预期的动画数据 ](https://forums.unrealengine.com/t/livelinkface/2717654)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 14\
**Last updated:** [March 26, 2026, 2:09am UTC](https://forums.unrealengine.com/t/livelinkface/2717654 "2026-03-26T02:09:46Z")

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使用iphone手机的livelinkface面捕的时候，只做眨眼的情况下，嘴部也在不符合预期的微微抽动。 通过ue记录下来的动画序列，发现其中有下巴和嘴的相关动画曲线数据。 而实际上我们的面部演员没有动嘴，并且测试了ue5.5和ue5.7的官方metahuman工程都会有类似情况 IOS上的LiveLinkFace app版本： 1.6.0(169) UE引擎是官方5.5.4和5.7.4都可复现 \[Attachment Re…

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## [使用官方引擎时，如何实现强制玩家通过Steam拉起游戏 ](https://forums.unrealengine.com/t/steam/2717381)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 4\
**Last updated:** [March 25, 2026, 8:42am UTC](https://forums.unrealengine.com/t/steam/2717381 "2026-03-25T08:42:16Z")

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您好， \<br/\> 我们希望强制玩家通过Steam拉起游戏，我们看到引擎的OSS Steam有这样一段逻辑 \<br/\> /\*\* \* Get relaunch settings from OnlineSubsystemSteam configuration \* \* @param RequireRelaunch enforce the Steam client running precondition \* @param Re…

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## [5.7版本如何导入初学者包？ ](https://forums.unrealengine.com/t/5-7/2703881)

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**Author:** [@Knight\_Steven](https://forums.unrealengine.com/u/Knight_Steven)\
**Replies:** 1\
**Last updated:** [March 25, 2026, 7:37am UTC](https://forums.unrealengine.com/t/5-7/2703881 "2026-03-25T07:37:42Z")

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新建工程的时候没有导入初学者包的选项。网上有人说是工程内添加， 但是“将内容添加到项目”窗口中也没有“内容”项。现在我不知道还能怎么添加初学者包了

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## [有活人吗？？？？？？？](https://forums.unrealengine.com/t/topic/2703794)

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**Author:** [@EKKOWANG](https://forums.unrealengine.com/u/EKKOWANG)\
**Replies:** 1\
**Last updated:** [March 24, 2026, 2:21am UTC](https://forums.unrealengine.com/t/topic/2703794 "2026-03-24T02:21:56Z")

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为什么一个搞uefn的都没有，只有我在苦苦支撑 :rofl: ，我的b站是华丽与沮丧

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## [5.7的FBX导入与5.6行为不一致 ](https://forums.unrealengine.com/t/5-7-fbx-5-6/2717156)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [March 23, 2026, 12:09pm UTC](https://forums.unrealengine.com/t/5-7-fbx-5-6/2717156 "2026-03-23T12:09:20Z")

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Hi, 我们发现5.7新的FBX导入和5.6的行为不太一样了，在5.6的时候，不带骨骼直接导入序列帧的行为是正常的。 \[Image Removed\] 但是在5.7中，它似乎不再受支持了。 \[Image Removed\] 使用Interchange.FeatureFlags.Import.FBX=False，切换回旧的Legacy导入，也还是如此，并没有回归5.6的默认行为。 我们想了解下，在5.7中，它不再受支持了么？ 附…

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## [使用 Project Launcher 打包项目时遇到 ZenStore 的报错 ](https://forums.unrealengine.com/t/project-launcher-zenstore/2717144)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 9\
**Last updated:** [March 23, 2026, 10:04am UTC](https://forums.unrealengine.com/t/project-launcher-zenstore/2717144 "2026-03-23T10:04:11Z")

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我们已经通过引擎源码了解到这个问题的原因，以下是原因分析： 首先是在 ProjectLauncherModel.cpp，SetProfileContentScheme 方法这里，对于 Content Scheme 不使用散文件和 On the fly 的情况，都会将 Profile 的 bUseZenStore 属性设置为 true。 然后根据 LauncherWorker.cpp，CreateUATCommand 方法的实现…

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## [项目工程不显示QQQ ](https://forums.unrealengine.com/t/qqq/2708096)

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**Author:** [@Catermencer](https://forums.unrealengine.com/u/Catermencer)\
**Replies:** 0\
**Last updated:** [March 22, 2026, 1:22pm UTC](https://forums.unrealengine.com/t/qqq/2708096 "2026-03-22T13:22:30Z")

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我的两个项目在复制到同一个磁盘的另一个文件夹以后，就再也不在启动器里显示了，每次打开Epic Game启动器都会显示uproject文件关联失败，让我修复，可是怎么修复也没有用。该怎么办？ 我复制粘贴之后开了diversion，不知道是不是这个原因

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## [ChaosCloth在某些手机可能出现破面 ](https://forums.unrealengine.com/t/chaoscloth/2716737)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [March 22, 2026, 12:32am UTC](https://forums.unrealengine.com/t/chaoscloth/2716737 "2026-03-22T00:32:35Z")

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Cloth资产用Brush刷MaxDistance，如果有的顶点或线段在PhysicalMeshWireframe和PariticleIndices预览视图下显示为粉色，在荣耀X20SE手机上就会顶点乱飞。 由FClothVisualization::DrawPhysMeshWired可知，粉色表示InvM为0。 经过追查发现是在FClothingSimulationSolver::ParticleMassClampAndKinem…

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## [如何控制StateTreeComponent的Tick频率 ](https://forums.unrealengine.com/t/statetreecomponent-tick/2716348)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 4\
**Last updated:** [March 19, 2026, 9:24pm UTC](https://forums.unrealengine.com/t/statetreecomponent-tick/2716348 "2026-03-19T21:24:17Z")

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场景中有大量使用的StateTree的小兵时，我想通过设置某些不重要的小兵的StateTreeComponent的TickInterval值的来降低其Tick频率，但是StateTreeComponent在的函数TickComponent内会因为调用了ScheduleTickFrame(Context.GetNextScheduledTick())而将我的TickInterval值覆盖，导致我无法降低Tick频率，想请教一下有没有推荐的…

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## [《星球大战™》工具现已上线Fortnite开发者平台](https://forums.unrealengine.com/t/fortnite/2707397)

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**Author:** [@Flak](https://forums.unrealengine.com/u/Flak)\
**Replies:** 0\
**Last updated:** [March 19, 2026, 4:07pm UTC](https://forums.unrealengine.com/t/fortnite/2707397 "2026-03-19T16:07:52Z")

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Fortnite开发者将首次可以在UEFN和创意模式中使用我们迄今为止推出的最大IP工具集，打造出《星球大战™》风格的岛屿。工具集中包含全新的《星球大战》模板、工具和游戏功能，以及《Fortnite》大逃杀赛季中的角色、地点、载具和武器。 5月1日，你将可以通过开发者门户发布《星球大战》岛屿，并在“探索”页面推出全新的《星球大战》游戏合集页面。《星球大战》岛屿还有资格获得更多的探索投放（包括Epic精选），别忘了提交你的作品！ 了解…

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## [在Huawei Mate 60播放视频提示解码器初始化失败"error=1 in Video decoder: code 4, "Failed to initialize decoder"; platform message "1 (0x00000001)"" ](https://forums.unrealengine.com/t/huawei-mate-60-error-1-in-video-decoder-code-4-failed-to-initialize-decoder-platform-message-1-0x00000001/2716087)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [March 18, 2026, 8:09am UTC](https://forums.unrealengine.com/t/huawei-mate-60-error-1-in-video-decoder-code-4-failed-to-initialize-decoder-platform-message-1-0x00000001/2716087 "2026-03-18T08:09:08Z")

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使用vulkan 和opengl都会提示初始化失败，请问有什么解决方法吗？ \[2026.03.12-16.46.13:596\]\[902\]LogElectraPlayer: \[0x78aa64ece0\]\[0x78a8cdc3d0\] Opening stream at “file://../../../Soc/Content/Movies/Prologue/BeforeCreateCharacter1280and720test.mp4” …

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## [UE4是否能够支持xcode26，](https://forums.unrealengine.com/t/ue4-xcode26/2706458)

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**Author:** [@83bc64e07e9d49acbf5e8f04c42dc15a](https://forums.unrealengine.com/u/83bc64e07e9d49acbf5e8f04c42dc15a)\
**Replies:** 0\
**Last updated:** [March 16, 2026, 9:36am UTC](https://forums.unrealengine.com/t/ue4-xcode26/2706458 "2026-03-16T09:36:39Z")

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今年4月份开始appstore需要xcode26版本提交，目前xcode升级到xcode26后引擎代码上的报错已经修复，但是UBT构建失败，想了解一下，UE4.22如何修改能够支持xcode26.

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## [backing heap里的资产是否可以控制数量？ ](https://forums.unrealengine.com/t/backing-heap/2715470)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 1\
**Last updated:** [March 16, 2026, 9:07am UTC](https://forums.unrealengine.com/t/backing-heap/2715470 "2026-03-16T09:07:09Z")

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我们发现代码里有一个叫做backing heap的堆用来存放将来可能会被显存使用的资产。 \[Image Removed\]本意上应该是为了快速响应未来的资产分配，但是我们发现会存在多份没有被使用的显存资产，由于我们项目显存比较吃紧，希望能够释放这部分资产。比如Nanite.MainAndPostCandidateClustersBuffer有十一份拷贝没有被draw call使用。实际正在使用的只有三份。我们觉得没必要预留这么多份拷贝在…

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## [GroomComponent: SetVisibility(false) causes per-frame simulation reset instead of stopping it ](https://forums.unrealengine.com/t/groomcomponent-setvisibility-false-causes-per-frame-simulation-reset-instead-of-stopping-it/2715178)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [March 16, 2026, 7:52am UTC](https://forums.unrealengine.com/t/groomcomponent-setvisibility-false-causes-per-frame-simulation-reset-instead-of-stopping-it/2715178 "2026-03-16T07:52:22Z")

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UGroomComponent::TickComponent sets bResetSimulation = true every frame when !IsVisible(), causing NiagaraDataInterfaceHairStrands to trigger a full simulation reset via ForceReset each tick. This results in higher GPU c…

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## [Assertion failed: Handle \[File:D:\\build\\++UE5\\Sync\\Engine\\Source\\Developer\\ShaderCompilerCommon\\Private\\DXCWrapper.cpp\] \[Line: 80\]  Failed to load module: ../../../Engine/Binaries/ThirdParty/ShaderConductor/Win64/dxcompiler.dll   0x00007ff9d70f8448 Unreal ](https://forums.unrealengine.com/t/assertion-failed-handle-file-build-ue5-sync-engine-source-developer-shadercompilercommon-private-dxcwrapper-cpp-line-80-failed-to-load-module-engine-binaries-thirdparty-shaderconductor-win64-dxcompiler-dll-0x00007ff9d70f8448-unreal/2705978)

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**Author:** [@windy2](https://forums.unrealengine.com/u/windy2)\
**Replies:** 0\
**Last updated:** [March 13, 2026, 4:32pm UTC](https://forums.unrealengine.com/t/assertion-failed-handle-file-build-ue5-sync-engine-source-developer-shadercompilercommon-private-dxcwrapper-cpp-line-80-failed-to-load-module-engine-binaries-thirdparty-shaderconductor-win64-dxcompiler-dll-0x00007ff9d70f8448-unreal/2705978 "2026-03-13T16:32:07Z")

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LoginId:00e6af7f4d5fb89e375f8282de56dc27 EpicAccountId:f655af592e3042b0800b01ae581ee5e3 Assertion failed: Handle \[File:D:\\build\\++UE5\\Sync\\Engine\\Source\\Developer\\ShaderCompilerCommon\\Private\\DXCWrapper.cpp\] \[Line: 80\] …

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## [CitySample地面模糊，建筑纹理也模糊 ](https://forums.unrealengine.com/t/citysample/2705930)

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**Author:** [@luxurer\_lw](https://forums.unrealengine.com/u/luxurer_lw)\
**Replies:** 0\
**Last updated:** [March 13, 2026, 1:29pm UTC](https://forums.unrealengine.com/t/citysample/2705930 "2026-03-13T13:29:00Z")

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CitySample地面模糊，建筑纹理也模糊，请问如何清晰啊？

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## [关于Zen store的一些问题 ](https://forums.unrealengine.com/t/zen-store/2714503)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 8\
**Last updated:** [March 13, 2026, 1:15am UTC](https://forums.unrealengine.com/t/zen-store/2714503 "2026-03-13T01:15:33Z")

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Config文件、.ushaderbytecode文件等这些UFS文件但是非uasset、umap等文件会进入zen吗？ 如果不会的话，通过debug发现 \<br/\> CopyBuildToStagingDirectory -\> ApplyStagingManifest -\> CopyUsingStagingManifest -\> bStageUnrealFileSystemFiles = !UsePak && !Shoul…

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## [展望未来：改进UEFN的稳定性和迭代时间](https://forums.unrealengine.com/t/uefn/2705773)

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**Author:** [@Flak](https://forums.unrealengine.com/u/Flak)\
**Replies:** 0\
**Last updated:** [March 12, 2026, 8:16pm UTC](https://forums.unrealengine.com/t/uefn/2705773 "2026-03-12T20:16:56Z")

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作者: Aurel Cordonnier 和Kavita Chodavarapu 《Fortnite》开发者们，你们好。 我们去年承诺 https://www.youtube.com/watch?v=M1F5CimXO\_8&t=2492s 会提高UEFN的稳定性和迭代速度。我们的目标是在6月份之前将迭代时间缩短50%（或者能更多，但我们更希望少说多做）。这篇帖文旨在概述我们对内部测试和质量保证流程做出的改进，以解决发布稳定性问题，以…

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## [5.7.4 AI助手中不支持 中文输入](https://forums.unrealengine.com/t/5-7-4-ai/2705498)

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**Author:** [@MaxLiKang](https://forums.unrealengine.com/u/MaxLiKang)\
**Replies:** 0\
**Last updated:** [March 11, 2026, 7:50pm UTC](https://forums.unrealengine.com/t/5-7-4-ai/2705498 "2026-03-11T19:50:33Z")

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Windows 11，微信输入法，中文模式无法输入AI助手聊天文本框。web端AI助手中文输入没问题，cmd命令窗口输入中文没问题，资产重命名输入中文也没问题，就是AI助手无法实现中文输入

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## [在fab.com网站，账号登录异常 ](https://forums.unrealengine.com/t/fab-com/2705438)

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**Author:** [@wangenggo](https://forums.unrealengine.com/u/wangenggo)\
**Replies:** 0\
**Last updated:** [March 11, 2026, 2:56pm UTC](https://forums.unrealengine.com/t/fab-com/2705438 "2026-03-11T14:56:06Z")

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最近登录 fab.com 中反复验证账号，点击登录后，网页依旧是未登录状态。在其他eipc域名下正常，此问题在2026-03月初出现

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## [UE5.4.4升级xcode26打IOS包IPhonePackager.exe报错 ](https://forums.unrealengine.com/t/ue5-4-4-xcode26-ios-iphonepackager-exe/2673726)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 13\
**Last updated:** [March 11, 2026, 9:59am UTC](https://forums.unrealengine.com/t/ue5-4-4-xcode26-ios-iphonepackager-exe/2673726 "2026-03-11T09:59:55Z")

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UE5.4.4升级xcode26后打IOS包出现报错CMS signature blob size is too large for the allocated size, unable to create useful code signing data，请问应该怎么解决，谢谢！

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## [OIT和Additive结合使用时，Additive混合模式失效 ](https://forums.unrealengine.com/t/oit-additive-additive/2713936)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 1\
**Last updated:** [March 11, 2026, 9:04am UTC](https://forums.unrealengine.com/t/oit-additive-additive/2713936 "2026-03-11T09:04:50Z")

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新建一个材质，Blend Mode选为Additive，Shading Modle设置为Unlit 给Emissive Color一个纯黑，Opacity为1 \<br/\> 在未开启OIT的情况下，材质为全透明 开启OIT后，材质变成不透明 \<br/\> 想确认你下OIT目前是不支持Additive吗？ \[Attachment Removed\]

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## [为什么r.PSOPrecache.KeepInMemoryUntilUsed只支持英伟达跟高通 ](https://forums.unrealengine.com/t/r-psoprecache-keepinmemoryuntilused/2713937)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 1\
**Last updated:** [March 11, 2026, 8:17am UTC](https://forums.unrealengine.com/t/r-psoprecache-keepinmemoryuntilused/2713937 "2026-03-11T08:17:02Z")

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\[Image Removed\] AMD/mali/metal走这个特性会有什么问题吗？ \[Attachment Removed\]

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## [UE5.7的UI面板如果做出透视效果 ](https://forums.unrealengine.com/t/ue5-7-ui/2709762)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [March 11, 2026, 3:15am UTC](https://forums.unrealengine.com/t/ue5-7-ui/2709762 "2026-03-11T03:15:32Z")

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目前只知道可以通过蓝图中的widget component，摆放到场景中实现透视效果。 \<br/\> 想问下是否有其他方法做出这种效果，在普通的UMG或者common UI里。 效果如下图，字体和图片都有透视效果。 \[Attachment Removed\]

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## [Fortnite开发者规则更新 - 垃圾岛屿](https://forums.unrealengine.com/t/fortnite/2704185)

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**Author:** [@Flak](https://forums.unrealengine.com/u/Flak)\
**Replies:** 0\
**Last updated:** [March 6, 2026, 2:07pm UTC](https://forums.unrealengine.com/t/fortnite/2704185 "2026-03-06T14:07:14Z")

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我们新增了一条Fortnite开发者规则，以解决Fortnite中的垃圾岛屿问题： 1.9.1 - “没有人喜欢轰炸式的营销。禁止通过同一账户、关联账户或团队成员账户重复发布相同岛屿或元数据，以试图操控排名、用户互动或曝光度的行为。” 自3月11日起，违反此规则的开发者将面临升级处罚，包括变现影响、岛屿移除和账户封禁。 我们还将在未来几周内推出新的自动化工具，以防止垃圾岛屿的发布。

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## [RHIResource统计有很多重名的 ](https://forums.unrealengine.com/t/rhiresource/2711530)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [March 6, 2026, 8:25am UTC](https://forums.unrealengine.com/t/rhiresource/2711530 "2026-03-06T08:25:45Z")

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我们发现使用rhi.DumpResourceMemory all transient=all -csvfile进行渲染资产统计的时候，有很多重名的资产。我们跟进之后发现，虽然重名，但是指针不一样。请问，发生这种情况的原因是什么？是否可以避免？是否存在不必要的显存浪费？ \[Image Removed\] \[Attachment Removed\]

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## [关闭Nanite，资产没有释放 ](https://forums.unrealengine.com/t/nanite/2711474)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 1\
**Last updated:** [March 5, 2026, 10:48am UTC](https://forums.unrealengine.com/t/nanite/2711474 "2026-03-05T10:48:54Z")

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我发现使用r.nanite 0动态关闭nanite后，还是会残余比较多的相关渲染资产没有释放。有指令可以释放吗？​ \[Image Removed\] \[Attachment Removed\]

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## [UE5.7.2中UMG使用ProgressBar调整Angle后打包在特定机型会直接卡死并且无log ](https://forums.unrealengine.com/t/ue5-7-2-umg-progressbar-angle-log/2709315)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 10\
**Last updated:** [March 4, 2026, 4:13am UTC](https://forums.unrealengine.com/t/ue5-7-2-umg-progressbar-angle-log/2709315 "2026-03-04T04:13:21Z")

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在UE5.7.2中UMG里面使用 ProgressBar，对Angle做调整后打包移动端。在特定机器(VivoX30)只要是在UMG中的ProgressBar一旦有Angle的调整，就会在打包运行后在UI界面直接卡死并且没有log。​

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## [Unreal Batch Graph Build Install Engine 同时自动Localization文本 ](https://forums.unrealengine.com/t/unreal-batch-graph-build-install-engine-localization/2710262)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 4\
**Last updated:** [March 2, 2026, 4:01am UTC](https://forums.unrealengine.com/t/unreal-batch-graph-build-install-engine-localization/2710262 "2026-03-02T04:01:53Z")

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我在本地发布并打包引擎的时候遇到本地化问题；由于我对引擎Editor模块进行了更改，代码中使用英文进行提示，对中文使用者不友好，能否提供一个方法自动索引引擎内Local Text并且翻译后打包发布的命令

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## [发现一个不知所谓的bug，这两天很多人有遇到，与Engine\\Source\\Runtime\\Core\\Public\\Experimental\\ConcurrentLinearAllocator.h文件相关](https://forums.unrealengine.com/t/bug-engine-source-runtime-core-public-experimental-concurrentlinearallocator-h/2143771)

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**Author:** [@Laomawonver](https://forums.unrealengine.com/u/Laomawonver)\
**Replies:** 5\
**Last updated:** [February 27, 2026, 8:39am UTC](https://forums.unrealengine.com/t/bug-engine-source-runtime-core-public-experimental-concurrentlinearallocator-h/2143771 "2026-02-27T08:39:19Z")

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发现一个不知所谓的bug，这两天很多人有遇到，在打包时会遇到打包报错：如下所示 UATHelper: 打包 (Windows): C:\\Program Files\\Epic Games\\UE\_5.2\\Engine\\Source\\Runtime\\Core\\Public\\Experimental\\ConcurrentLinearAllocator.h(31): error C4668: û�н���\_\_has\_feature������Ϊ…

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