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‎index.html‎

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Build Date UTC : 2026-08-29 02:00:31.157631+00:00
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‎optimization/Plugins/Plugins/index.html‎

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<li class="toctree-l2"><a class="reference internal" href="#_3">插件生效的位置</a>
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</li>
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<li class="toctree-l2"><a class="reference internal" href="#_4">启用一个插件</a>
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<ul>
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<li class="toctree-l3"><a class="reference internal" href="#_5">启用捆绑插件</a>
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</li>
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<li class="toctree-l2"><a class="reference internal" href="#debloating">插件和 debloating</a>
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</ul>
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</li>
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<li class="toctree-l2"><a class="reference internal" href="#_5">添加自己的插件</a>
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<li class="toctree-l2"><a class="reference internal" href="#_6">插件与精简构建</a>
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</li>
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<li class="toctree-l2"><a class="reference internal" href="#_6">另请参阅</a>
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<li class="toctree-l2"><a class="reference internal" href="#_7">添加自己的插件</a>
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</li>
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<li class="toctree-l2"><a class="reference internal" href="#_8">另请参阅</a>
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</ul>
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<div class="section" itemprop="articleBody">
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<h1 id="_1">插件</h1>
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<p>Vite bundles vendor technology (NVIDIA, AMD, Intel), backported UE5 plugins and third-party additions
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directly in the engine tree. Most live under <code>Engine\Plugins\Runtime\VitePlugins</code>.</p>
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<p>Stock UE 4.27 ships a large plugin set, most of which Vite keeps. On top of that, Vite bundles plugins that
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either do not exist for 4.27 upstream, exist only for UE5, or are vendor SDKs that normally have to be
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integrated by hand.</p>
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<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>
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<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>
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<h2 id="_2">在这部分</h2>
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<table>
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<thead>
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<tbody>
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<tr>
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<td><a href="../Bundled-Plugins/">已捆绑的插件</a></td>
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<td>Everything Vite adds on top of stock 4.27, with versions and enablement state</td>
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<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>
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</tr>
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<tr>
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<td><a href="../Proposed-Plugins/">提议的插件</a></td>
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<tbody>
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<tr>
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<td><code>Engine\Plugins\Runtime\VitePlugins</code></td>
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<td>Vite's own additions: FSR 4, XeSS, ACL, ImGui, Motion Symphony, Kawaii Physics, PhysX Instanced Subsystem and others</td>
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<td>Vite 自行添加的插件:FSR 4、XeSS、ACL、ImGui、Motion Symphony、Kawaii Physics、PhysX Instanced Subsystem 等</td>
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</tr>
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<tr>
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<td><code>Engine\Plugins\Runtime\Nvidia</code></td>
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<td>DLSS, Streamline, NIS, NRD, RTXGI, DeepDVC, Reflex, Ansel</td>
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</tr>
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<tr>
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<td><code>Engine\Plugins\Runtime\TressFX</code></td>
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<td>AMD TressFX 5.0 hair</td>
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<td>AMD TressFX 5.0 毛发系统</td>
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</tr>
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<tr>
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<td><code>Engine\Plugins\GameWorks\Blast</code></td>
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<td>NVIDIA Blast destruction runtime</td>
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<td>NVIDIA Blast 破坏效果运行时</td>
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</tr>
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<tr>
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<td><code>Engine\Plugins\Experimental\BlastPlugin</code></td>
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<td>Blast authoring tools</td>
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<td>Blast 制作工具</td>
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</tr>
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<tr>
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<td>Everywhere else</td>
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<td>Stock 4.27 plugins</td>
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<td>其他所有位置</td>
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<td>原生 4.27 插件</td>
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</tr>
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</tbody>
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</table>
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<h2 id="_4">启用一个插件</h2>
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<p>Most bundled plugins ship with <code>EnabledByDefault</code> set to <code>false</code>, so they cost nothing until you ask for
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them. Enable per project:</p>
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<p><procedure title="Enable a bundled plugin" id="enable-plugin">
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<step>Open <b>Edit &gt; Plugins</b> in the editor.</step>
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<step>Find the plugin and tick <b>Enabled</b>.</step>
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<step>Restart the editor when prompted.</step>
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</procedure></p>
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<p>Or add it to your <code>.uproject</code> directly:</p>
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<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>
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<h3 id="_5">启用捆绑插件</h3>
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<ol>
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<li>
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<p>在编辑器中,打开 <strong>Edit(编辑)</strong> &gt; <strong>Plugins(插件)</strong>。</p>
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</li>
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<li>
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<p>找到该插件并勾选 <strong>Enabled(已启用)</strong>。</p>
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</li>
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</ol>
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<p>根据提示重启编辑器。</p>
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<p>或者直接将其添加到您的 <code>.uproject</code> 文件中:</p>
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<div class="highlight"><pre><span></span><code><span class="p">{</span>
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<span class="w"> </span><span class="nt">&quot;Plugins&quot;</span><span class="p">:</span><span class="w"> </span><span class="p">[</span>
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<span class="w"> </span><span class="p">{</span>
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<span class="w"> </span><span class="p">]</span>
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<span class="p">}</span>
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</code></pre></div>
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<p><note>
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Enabling a plugin adds its shader permutations, modules and startup cost to every build. Enable what you
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use; leave the rest off. See <a href="../Performance/Shader-Compilation-And-PSO.md">Shader Compilation and PSO</a>.
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</note></p>
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<h2 id="debloating">插件和 debloating</h2>
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<p>The <a href="../../Performance/Debloat-Guide/">debloat suite</a> can strip plugins from the engine tree using
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<code>ExcludedPlugins.txt</code>. That list is aggressive and includes plugins many projects genuinely need &mdash;
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<code>GameplayAbilities</code>, <code>ApexDestruction</code>, <code>HairStrands</code> and the NVIDIA plugins among them.</p>
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<p><warning>
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Read <code>ExcludedPlugins.txt</code> before running a plugin strip. Removing a plugin a project depends on
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will not fail cleanly &mdash; assets referencing it fail to load.
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</warning></p>
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<p>The same list is used by <code>LocalBuilds\CompressBuildSeparate.bat</code> to split plugins into their own archive,
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which is a non-destructive alternative. See <a href="../../Tools/Installed-Builds/">Installed Builds</a>.</p>
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<h2 id="_5">添加自己的插件</h2>
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<p>Project plugins go in <code>&lt;Project&gt;\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>
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<p>If you want a plugin bundled with Vite, it must be compatible with 4.21&ndash;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>
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<h2 id="_6">另请参阅</h2>
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<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>
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<h2 id="_6">插件与精简构建</h2>
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<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>
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<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>
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<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>
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<h2 id="_7">添加自己的插件</h2>
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<p>项目插件应放置在 <code>&lt;Project&gt;\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>
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<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>
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<h2 id="_8">另请参阅</h2>
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<li><a href="../Bundled-Plugins/">Bundled 插件</a></li>
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<li><a href="../Proposed-Plugins/">提议的插件</a></li>
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<li><a href="../../Performance/Debloat-Guide/">Debloat 指南</a></li>
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<li><a href="../../Rendering/Upscalers/">Upscalers</a></li>
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<li><a href="../../Rendering/Upscalers/">超分辨率</a></li>
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</ul>
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</div>

‎optimization/Tools/Tools/index.html‎

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<ul class="current">
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<li class="toctree-l1 current"><a class="reference internal current" href="#">工具和自动化</a>
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<ul class="current">
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<li class="toctree-l2"><a class="reference internal" href="#_2">在这部分</a>
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<li class="toctree-l2"><a class="reference internal" href="#_2">本节内容</a>
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<li class="toctree-l2"><a class="reference internal" href="#the-tools-at-a-glance">The tools at a glance</a>
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<li class="toctree-l2"><a class="reference internal" href="#_3">工具概览</a>
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</li>
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<li class="toctree-l2"><a class="reference internal" href="#_3">你想要哪个</a>
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<li class="toctree-l2"><a class="reference internal" href="#_4">你想要哪个</a>
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<li class="toctree-l2"><a class="reference internal" href="#see-also">See also</a>
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<li class="toctree-l2"><a class="reference internal" href="#_5">另请参阅</a>
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<div class="section" itemprop="articleBody">
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<h1 id="_1">工具和自动化</h1>
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<p>Vite ships batch tooling for the whole engine lifecycle: <code>ViteSetup.bat</code> for setup and building,
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<code>RunUAT.bat</code> for installed builds, the <code>LocalBuilds\</code> scripts for packaging and
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registration, and <code>WipeShaderCache.bat</code> for when caches go stale.</p>
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<p>Building Unreal from source involves a long sequence of steps, each with its own failure modes. Vite wraps
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that sequence in tooling so the common paths do not require remembering the exact command lines.</p>
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<h2 id="_2">在这部分</h2>
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<p>Vite 提供了涵盖整个引擎生命周期的批处理工具:用于设置与构建的 <code>ViteSetup.bat</code>,用于已安装构建版本的 <code>RunUAT.bat</code>,用于打包与注册的 <code>LocalBuilds</code> 脚本,以及用于处理缓存失效情况的 <code>WipeShaderCache.bat</code>。</p>
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<p>从源码构建 Unreal 涉及一系列漫长的步骤,且每个步骤都可能出现各种故障。Vite 将这一系列流程封装在工具中,使得在执行常规操作时,无需记忆具体的命令行指令。</p>
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<h2 id="_2">本节内容</h2>
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<thead>
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<tr>
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<th>Topic</th>
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<th>Covers</th>
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<th>主题</th>
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<th>涵盖内容</th>
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<td><a href="../ViteSetup/">ViteSetup Assistant</a></td>
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<td>The guided setup and build assistant, and its menu mode</td>
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<td><a href="../ViteSetup/">ViteSetup 助手</a></td>
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<td>引导式设置与构建助手及其菜单模式</td>
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<td><a href="../Installed-Builds/">Installed Builds</a></td>
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<td>Producing and packaging a redistributable binary engine</td>
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<td><a href="../Installed-Builds/">已安装的构建版本</a></td>
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<td>生成并打包可分发的二进制引擎</td>
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<td><a href="../Cache-Management/">Cache Management</a></td>
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<td>Wiping shader and DDC caches when things go wrong</td>
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<td><a href="../Cache-Management/">缓存管理</a></td>
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<td>在出现问题时清除着色器(Shader)和 DDC 缓存</td>
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<h2 id="the-tools-at-a-glance">The tools at a glance</h2>
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<h2 id="_3">工具概览</h2>
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<th>Tool</th>
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<th>Location</th>
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<th>Purpose</th>
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<th>工具</th>
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<th>位置</th>
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<th>用途</th>
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<td><code>ViteSetup.bat</code></td>
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<td>Engine root</td>
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<td>Guided nine-step setup, or a menu of individual operations</td>
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<td>引擎根目录</td>
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<td>引导式九步设置,或包含各项独立操作的菜单</td>
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<td><code>RunUAT.bat</code></td>
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<td>Engine root</td>
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<td>Installed engine build via BuildGraph</td>
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<td>引擎根目录</td>
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<td>通过 BuildGraph 构建已安装版本的引擎</td>
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<td><code>WipeShaderCache.bat</code></td>
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<td>Engine root</td>
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<td>Clears engine-level shader and DDC caches</td>
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<td>引擎根目录</td>
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<td>清除引擎级的着色器(shader)和 DDC 缓存</td>
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<td><code>LocalBuilds\CompressBuild*.bat</code></td>
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<td><code>LocalBuilds\</code></td>
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<td>Packages a staged installed build into a 7z archive</td>
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<td>将已暂存(staged)的安装版构建打包为 7z 压缩包</td>
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<td><code>LocalBuilds\RegistryAdd.bat</code></td>
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<td><code>LocalBuilds\</code></td>
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<td>Registers the build as <code>UEViteFork</code></td>
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<td>将该构建版本注册为 <code>UEViteFork</code></td>
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<td><code>LocalBuilds\RegistryRemove.bat</code></td>
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<td>Unregisters it</td>
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<td>取消注册该构建版本</td>
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<td><code>LocalBuilds\MakeShortcut.bat</code></td>
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<td><code>LocalBuilds\</code></td>
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<td>Creates <code>UEViteFork.lnk</code></td>
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<td>创建 <code>UEViteFork.lnk</code> 快捷方式</td>
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<td><code>devops\ueVite-debloat-*.bat</code></td>
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<td><code>devops\</code></td>
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<td>Engine debloat suite &mdash; see <a href="../../Performance/Debloat-Guide/">Debloat Guide</a></td>
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<td>引擎精简工具集 —— 参阅<a href="../../Performance/Debloat-Guide/">精简指南</a></td>
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<h2 id="_3">你想要哪个</h2>
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<p><deflist>
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<def title="I just cloned the repository">
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Run <code>ViteSetup.bat</code>. It walks the whole sequence from environment check to a launched editor.
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See <a href="./ViteSetup.md">ViteSetup Assistant</a>.
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</def>
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<def title="I want a binary engine to hand to artists">
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Run <code>ViteSetup.bat</code> and choose the binary build option at step 4, or drive
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<code>RunUAT.bat</code> and the <code>LocalBuilds\</code> scripts directly. See
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<a href="./Installed-Builds.md">Installed Builds</a>.
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</def>
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<def title="Shaders are behaving strangely after a change">
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Run <code>WipeShaderCache.bat</code>. See <a href="./Cache-Management.md">Cache Management</a>.
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</def>
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<def title="The engine is taking too much disk space">
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Run the <code>devops\</code> debloat suite. See <a href="../Performance/Debloat-Guide.md">Debloat Guide</a>.
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</def>
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<def title="I only need to regenerate project files">
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<code>ViteSetup.bat menu</code> and choose option 3, or run <code>GenerateProjectFiles.bat</code>
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directly.
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</def>
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</deflist></p>
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<h2 id="see-also">See also</h2>
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<h2 id="_4">你想要哪个</h2>
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<ul>
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<li><a href="../../GettingStarted/Build-From-Source/">Build from Source</a></li>
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<li><a href="../../GettingStarted/Toolchain-Requirements/">Toolchain Requirements</a></li>
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<li><a href="../../GettingStarted/Build-Troubleshooting/">Build Troubleshooting</a></li>
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<li><a href="../../Performance/Debloat-Guide/">Debloat Guide</a></li>
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<li>
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<p>我刚克隆了该仓库。</p>
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<p>请运行 <code>ViteSetup.bat</code>。它会引导你完成从环境检查到启动编辑器的全过程。请参阅 <a href="../ViteSetup/">ViteSetup 助手</a>。</p>
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</li>
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<li>
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<p>我需要一个可交付给美术人员使用的二进制版本引擎。</p>
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<p>运行 <code>ViteSetup.bat</code> 并在第 4 步选择二进制构建选项,或者直接运行 <code>RunUAT.bat</code> 及 <code>LocalBuilds\</code> 目录下的脚本。请参阅<a href="../Installed-Builds/">已安装构建版本</a>相关说明。</p>
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</li>
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<li>
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<p>修改后着色器表现异常</p>
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<p>运行 <code>WipeShaderCache.bat</code>。请参阅<a href="../Cache-Management/">缓存管理</a>。</p>
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</li>
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<li>
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<p>该引擎占用了过多磁盘空间。</p>
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<p>运行 <code>devops\debloat</code> 套件。请参阅 <a href="../../Performance/Debloat-Guide/">精简指南</a>。</p>
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</li>
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<li>
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<p>我只需要重新生成项目文件。</p>
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<p>在 <code>ViteSetup.bat</code> 菜单中选择选项 3,或者直接运行 <code>GenerateProjectFiles.bat</code>。</p>
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</li>
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</ul>
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<h2 id="_5">另请参阅</h2>
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<ul>
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<li><a href="../../GettingStarted/Build-From-Source/">从源码构建</a></li>
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<li><a href="../../GettingStarted/Toolchain-Requirements/">工具链要求</a></li>
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<li><a href="../../GettingStarted/Build-Troubleshooting/">构建故障排查</a></li>
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<li><a href="../../Performance/Debloat-Guide/">精简指南</a></li>
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</ul>
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