I set it up like this. But the log doesn’t even print out. I don’t think the function is applied.
And suddenly, the graphics driver version didn’t fit and Unreal didn’t turn on, so I updated the graphics driver,
LogRHI: Error: GpuProfiler’s scratch buffer is out of space for this frame (current size : 32 kB). Dropping this frame. The size can be increased dynamically with the console variable r.GpuProfilerMaxEventBufferSizeKB
These are the words that come out. I wonder if the above words are also the cause…
I was wondering if the textural streaming pool went over the budget was the cause, so I went to Google and solved it.
But the character still doesn’t move right now.
This time,
LogAnalytics: Warning: EventCache either took too long to flush (15.971 ms) or had a very large payload (0.776 KB, 4 events). Listing events in the payload for investigation:
LogAnalytics: Warning: Editor.Usage.Heartbeat,436
LogAnalytics: Warning: Editor.Usage.PIE,98
LogAnalytics: Warning: Editor.Usage.PIE,86
LogAnalytics: Warning: Audio.Usage.ProjectSettings,162
It comes up like this
LogD3D11RHI: Timed out while waiting for GPU to catch up. (0.5 s) (ErrorCode 00000001) (00000000)
When you build, only modified files will be built and will re-use previously compiled files otherwise. Editing the file and saving it before building would mean the build system would see it has a new last modified timestamp since the last build and go ahead and recompile it.
It’s very likely that it didn’t build correctly the first time.
I’m saying, for whatever reason, there was a problem with that compilation. When you added more code the build system marked it as a file that needed to be recompiled.