8484 < li class ="toctree-l2 "> < a class ="reference internal " href ="#_3 "> 插件生效的位置</ a >
8585 </ li >
8686 < li class ="toctree-l2 "> < a class ="reference internal " href ="#_4 "> 启用一个插件</ a >
87+ < ul >
88+ < li class ="toctree-l3 "> < a class ="reference internal " href ="#_5 "> 启用捆绑插件</ a >
8789 </ li >
88- < li class =" toctree-l2 " > < a class =" reference internal " href =" #debloating " > 插件和 debloating </ a >
90+ </ ul >
8991 </ li >
90- < li class ="toctree-l2 "> < a class ="reference internal " href ="#_5 " > 添加自己的插件 </ a >
92+ < li class ="toctree-l2 "> < a class ="reference internal " href ="#_6 " > 插件与精简构建 </ a >
9193 </ li >
92- < li class ="toctree-l2 "> < a class ="reference internal " href ="#_6 "> 另请参阅</ a >
94+ < li class ="toctree-l2 "> < a class ="reference internal " href ="#_7 "> 添加自己的插件</ a >
95+ </ li >
96+ < li class ="toctree-l2 "> < a class ="reference internal " href ="#_8 "> 另请参阅</ a >
9397 </ li >
9498 </ ul >
9599 </ li >
135139 < div class ="section " itemprop ="articleBody ">
136140
137141 < h1 id ="_1 "> 插件</ h1 >
138- < p > Vite bundles vendor technology (NVIDIA, AMD, Intel), backported UE5 plugins and third-party additions
139- directly in the engine tree. Most live under < code > Engine\Plugins\Runtime\VitePlugins</ code > .</ p >
140- < p > Stock UE 4.27 ships a large plugin set, most of which Vite keeps. On top of that, Vite bundles plugins that
141- either do not exist for 4.27 upstream, exist only for UE5, or are vendor SDKs that normally have to be
142- integrated by hand.</ p >
142+ < p > Vite 将各类厂商技术(NVIDIA、AMD、Intel)、反向移植的 UE5 插件以及第三方扩展直接集成在引擎目录结构中。其中大部分插件位于 < a href ="https://github.com/GapingPixel/UnrealEngineVite-PhysX/tree/ueVite26-AugustMajor-release/Engine/Plugins/Runtime/VitePlugins "> Engine\Plugins\Runtime\VitePlugins</ a > 目录下。</ p >
143+ < p > 原生 UE 4.27 附带了大量插件,Vite 保留了其中的绝大多数。此外,Vite 还集成了一些额外的插件,包括 UE 4.27 上游版本中不存在的插件、仅适用于 UE5 的插件,以及通常需要手动集成的厂商 SDK。</ p >
143144< h2 id ="_2 "> 在这部分</ h2 >
144145< table >
145146< thead >
@@ -151,7 +152,7 @@ <h2 id="_2">在这部分</h2>
151152< tbody >
152153< tr >
153154< td > < a href ="../Bundled-Plugins/ "> 已捆绑的插件</ a > </ td >
154- < td > Everything Vite adds on top of stock 4.27, with versions and enablement state </ td >
155+ < td > Vite 在原生 4.27 基础上增加的所有内容,包含版本及启用状态 </ td >
155156</ tr >
156157< tr >
157158< td > < a href ="../Proposed-Plugins/ "> 提议的插件</ a > </ td >
@@ -170,39 +171,43 @@ <h2 id="_3">插件生效的位置</h2>
170171< tbody >
171172< tr >
172173< td > < code > Engine\Plugins\Runtime\VitePlugins</ code > </ td >
173- < td > Vite's own additions: FSR 4, XeSS, ACL, ImGui, Motion Symphony, Kawaii Physics, PhysX Instanced Subsystem and others </ td >
174+ < td > Vite 自行添加的插件: FSR 4、 XeSS、 ACL、 ImGui、 Motion Symphony、 Kawaii Physics、 PhysX Instanced Subsystem 等 </ td >
174175</ tr >
175176< tr >
176177< td > < code > Engine\Plugins\Runtime\Nvidia</ code > </ td >
177178< td > DLSS, Streamline, NIS, NRD, RTXGI, DeepDVC, Reflex, Ansel</ td >
178179</ tr >
179180< tr >
180181< td > < code > Engine\Plugins\Runtime\TressFX</ code > </ td >
181- < td > AMD TressFX 5.0 hair </ td >
182+ < td > AMD TressFX 5.0 毛发系统 </ td >
182183</ tr >
183184< tr >
184185< td > < code > Engine\Plugins\GameWorks\Blast</ code > </ td >
185- < td > NVIDIA Blast destruction runtime </ td >
186+ < td > NVIDIA Blast 破坏效果运行时 </ td >
186187</ tr >
187188< tr >
188189< td > < code > Engine\Plugins\Experimental\BlastPlugin</ code > </ td >
189- < td > Blast authoring tools </ td >
190+ < td > Blast 制作工具 </ td >
190191</ tr >
191192< tr >
192- < td > Everywhere else </ td >
193- < td > Stock 4.27 plugins </ td >
193+ < td > 其他所有位置 </ td >
194+ < td > 原生 4.27 插件 </ td >
194195</ tr >
195196</ tbody >
196197</ table >
197198< h2 id ="_4 "> 启用一个插件</ h2 >
198- < p > Most bundled plugins ship with < code > EnabledByDefault</ code > set to < code > false</ code > , so they cost nothing until you ask for
199- them. Enable per project:</ p >
200- < p > < procedure title ="Enable a bundled plugin " id ="enable-plugin ">
201- < step > Open < b > Edit > Plugins</ b > in the editor.</ step >
202- < step > Find the plugin and tick < b > Enabled</ b > .</ step >
203- < step > Restart the editor when prompted.</ step >
204- </ procedure > </ p >
205- < p > Or add it to your < code > .uproject</ code > directly:</ p >
199+ < p > 大多数捆绑插件默认处于禁用状态(< code > EnabledByDefault</ code > 设为 < code > false</ code > ),因此在您主动启用之前,它们不会产生任何开销。您可以按项目启用它们:</ p >
200+ < h3 id ="_5 "> 启用捆绑插件</ h3 >
201+ < ol >
202+ < li >
203+ < p > 在编辑器中,打开 < strong > Edit(编辑)</ strong > > < strong > Plugins(插件)</ strong > 。</ p >
204+ </ li >
205+ < li >
206+ < p > 找到该插件并勾选 < strong > Enabled(已启用)</ strong > 。</ p >
207+ </ li >
208+ </ ol >
209+ < p > 根据提示重启编辑器。</ p >
210+ < p > 或者直接将其添加到您的 < code > .uproject</ code > 文件中:</ p >
206211< div class ="highlight "> < pre > < span > </ span > < code > < span class ="p "> {</ span >
207212< span class ="w "> </ span > < span class ="nt "> "Plugins"</ span > < span class ="p "> :</ span > < span class ="w "> </ span > < span class ="p "> [</ span >
208213< span class ="w "> </ span > < span class ="p "> {</ span >
@@ -212,29 +217,20 @@ <h2 id="_4">启用一个插件</h2>
212217< span class ="w "> </ span > < span class ="p "> ]</ span >
213218< span class ="p "> }</ span >
214219</ code > </ pre > </ div >
215- < p > < note >
216- Enabling a plugin adds its shader permutations, modules and startup cost to every build. Enable what you
217- use; leave the rest off. See < a href ="../Performance/Shader-Compilation-And-PSO.md "> Shader Compilation and PSO</ a > .
218- </ note > </ p >
219- < h2 id ="debloating "> 插件和 debloating</ h2 >
220- < p > The < a href ="../../Performance/Debloat-Guide/ "> debloat suite</ a > can strip plugins from the engine tree using
221- < code > ExcludedPlugins.txt</ code > . That list is aggressive and includes plugins many projects genuinely need —
222- < code > GameplayAbilities</ code > , < code > ApexDestruction</ code > , < code > HairStrands</ code > and the NVIDIA plugins among them.</ p >
223- < p > < warning >
224- Read < code > ExcludedPlugins.txt</ code > before running a plugin strip. Removing a plugin a project depends on
225- will not fail cleanly — assets referencing it fail to load.
226- </ warning > </ p >
227- < p > The same list is used by < code > LocalBuilds\CompressBuildSeparate.bat</ code > to split plugins into their own archive,
228- which is a non-destructive alternative. See < a href ="../../Tools/Installed-Builds/ "> Installed Builds</ a > .</ p >
229- < h2 id ="_5 "> 添加自己的插件</ h2 >
230- < p > Project plugins go in < code > <Project>\Plugins</ code > , as with stock Unreal. Engine plugins that the whole team should have go in < code > Engine\Plugins\Runtime\VitePlugins</ code > and require an engine rebuild and redistribution.</ p >
231- < p > If you want a plugin bundled with Vite, it must be compatible with 4.21–4.27. UE5-only plugins are out of scope. See < a href ="../Proposed-Plugins/ "> Proposed Plugins</ a > for the criteria and the current candidate list.</ p >
232- < h2 id ="_6 "> 另请参阅</ h2 >
220+ < p > < strong > 注意:</ strong > 启用插件会将该插件的着色器排列(shader permutations)、模块及启动开销包含在每一次构建中。请仅启用您实际使用的插件,其余保持禁用状态。相关信息请参阅< a href ="../../Performance/Shader-Compilation-And-PSO/ "> 着色器编译与 PSO</ a > 。</ p >
221+ < h2 id ="_6 "> 插件与精简构建</ h2 >
222+ < p > < a href ="../../Performance/Debloat-Guide/ "> 精简构建工具套件</ a > 可通过 < code > ExcludedPlugins.txt</ code > 文件从引擎目录树中剔除插件。该列表的剔除策略较为激进,其中包含许多项目实际需要的插件,例如 < code > GameplayAbilities</ code > 、< code > ApexDestruction</ code > 、< code > HairStrands</ code > 以及 NVIDIA 相关插件。</ p >
223+ < p > < strong > 警告:</ strong > 在执行插件剔除操作前,请务必查阅 < code > ExcludedPlugins.txt</ code > 。如果移除了项目所依赖的插件,系统无法“干净”地处理此类错误,导致引用该插件的资源无法加载。</ p >
224+ < p > < code > LocalBuilds\CompressBuildSeparate.bat</ code > 脚本也使用同一列表将插件分离到独立的归档文件中;这是一种非破坏性的替代方案。相关信息请参阅< a href ="../../Tools/Installed-Builds/ "> 已安装构建</ a > 。</ p >
225+ < h2 id ="_7 "> 添加自己的插件</ h2 >
226+ < p > 项目插件应放置在 < code > <Project>\Plugins</ code > 目录下(与标准 Unreal 引擎的规范一致)。供整个团队使用的引擎插件应放置在 < a href ="https://github.com/GapingPixel/UnrealEngineVite-PhysX/tree/ueVite26-AugustMajor-release/Engine/Plugins/Runtime/VitePlugins "> Engine\Plugins\Runtime\VitePlugins</ a > 目录下;此类插件需要重新构建引擎并进行重新分发。</ p >
227+ < p > 若希望将插件打包集成到 Vite 中,该插件必须兼容 4.21–4.27 版本。仅支持 UE5 的插件不在纳入范围内。请参阅< a href ="../Proposed-Plugins/ "> 提议的插件</ a > 以了解相关标准及当前的候选列表。</ p >
228+ < h2 id ="_8 "> 另请参阅</ h2 >
233229< ul >
234230< li > < a href ="../Bundled-Plugins/ "> Bundled 插件</ a > </ li >
235231< li > < a href ="../Proposed-Plugins/ "> 提议的插件</ a > </ li >
236232< li > < a href ="../../Performance/Debloat-Guide/ "> Debloat 指南</ a > </ li >
237- < li > < a href ="../../Rendering/Upscalers/ "> Upscalers </ a > </ li >
233+ < li > < a href ="../../Rendering/Upscalers/ "> 超分辨率 </ a > </ li >
238234</ ul >
239235
240236 </ div >
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