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{
"filename": "documentation_zh-cn_unreal-engine_actor-priority-in-unreal-engine",
"sourceFile": "C:\\Users\\yarnb\\unreal-engine-knowledge-graph-mcp\\sources\\docs\\documentation_zh-cn_unreal-engine_actor-priority-in-unreal-engine.md",
"triples": [
{
"subject": "Actor优先级",
"predicate": "用于",
"object": "网络复制负载均衡",
"context": "Actor优先级系统用于在网络带宽有限的情况下,合理分配带宽资源给不同的Actor,确保重要的Actor优先被复制",
"direction": "unidirectional",
"confidence": 0.9
},
{
"subject": "AActor",
"predicate": "包含属性",
"object": "NetPriority",
"context": "AActor类包含NetPriority属性,用于定义Actor在网络复制中的基础优先级",
"direction": "unidirectional",
"confidence": 0.9
},
{
"subject": "APawn",
"predicate": "继承自",
"object": "AActor",
"context": "APawn继承自AActor,因此也继承了NetPriority属性,但默认优先级更高(3.0)",
"direction": "unidirectional",
"confidence": 0.9
},
{
"subject": "GetNetPriority",
"predicate": "计算",
"object": "Actor当前优先级",
"context": "GetNetPriority函数根据多种因素计算Actor的当前网络优先级,包括基础NetPriority、距离和视线等因素",
"direction": "unidirectional",
"confidence": 0.9
},
{
"subject": "Actor优先级",
"predicate": "基于",
"object": "距离和视线因素",
"context": "Actor的最终优先级计算会考虑与观看者的距离、是否在视线内等因素,这些因素会影响最终的优先级乘数",
"direction": "unidirectional",
"confidence": 0.9
},
{
"subject": "bNetUseOwnerRelevancy",
"predicate": "控制",
"object": "是否使用所有者优先级",
"context": "当bNetUseOwnerRelevancy为true时,Actor会使用其所有者的网络优先级而不是自己的",
"direction": "unidirectional",
"confidence": 0.9
},
{
"subject": "网络复制系统",
"predicate": "调用",
"object": "GetNetPriority",
"context": "网络驱动程序在决定复制哪些Actor时会自动调用GetNetPriority函数来获取每个Actor的当前优先级",
"direction": "unidirectional",
"confidence": 0.9
},
{
"subject": "APlayerController",
"predicate": "具有",
"object": "高基础优先级(3.0)",
"context": "APlayerController类默认具有较高的基础优先级(3.0),因为玩家控制器对游戏体验至关重要",
"direction": "unidirectional",
"confidence": 0.9
},
{
"subject": "GetReplayPriority",
"predicate": "类似于",
"object": "GetNetPriority",
"context": "GetReplayPriority函数与GetNetPriority类似,但专门用于重播录制时的优先级计算",
"direction": "bidirectional",
"confidence": 0.8
},
{
"subject": "NetworkingDistanceConstants.h",
"predicate": "定义",
"object": "距离阈值常量",
"context": "该头文件定义了用于优先级计算的各种距离阈值常量,如CLOSEPROXIMITY、NEARSIGHTTHRESHOLD等",
"direction": "unidirectional",
"confidence": 0.9
},
{
"subject": "Actor优先级系统",
"predicate": "解决",
"object": "网络带宽饱和问题",
"context": "当网络连接饱和时,Actor优先级系统通过优先级分配机制确保最重要的Actor能够获得足够的带宽",
"direction": "unidirectional",
"confidence": 0.9
},
{
"subject": "重载GetNetPriority",
"predicate": "需要",
"object": "谨慎处理",
"context": "文档特别提醒开发者重载GetNetPriority时需要谨慎,因为不当的实现可能导致意外的网络行为",
"direction": "unidirectional",
"confidence": 0.9
},
{
"subject": "Pawn Actor",
"predicate": "自动获得",
"object": "优先级提升",
"context": "如果一个Actor是当前网络连接的Pawn,它会自动获得更高的网络优先级",
"direction": "unidirectional",
"confidence": 0.9
},
{
"subject": "ViewTarget",
"predicate": "影响",
"object": "Actor优先级计算",
"context": "ViewTarget(通常是Pawn)作为观看者当前控制的Actor,会影响其他Actor的优先级计算",
"direction": "unidirectional",
"confidence": 0.8
}
],
"timestamp": "2025-06-15T17:53:49.989Z",
"warnings": [],
"metadata": {
"fileSize": 7880,
"contentLength": 5318,
"processingTimeMs": 61145
}
}