Добавил UniformBuffer. Это умный указатель на память в GPU, но он так же берёт на себя задачу выделения памяти
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@@ -10,7 +10,7 @@ void TestActor::print_when_main_camera_rotate(const Vector3D& rot)
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std::string msg = + "(" + name_ + ") camera move to x: " + std::to_string(rot.x) +
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" y: " + std::to_string(rot.y) +
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" z: " + std::to_string(rot.z);
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Loging::Message(msg);
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Loging::Log(msg);
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}
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void TestActor::BeginPlay()
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@@ -14,7 +14,7 @@ void TestWorld::print_when_camera_move(const Vector3D& loc_)
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std::string msg = + "(" + name_ + ") camera move to x: " + std::to_string(loc_.x) +
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" y: " + std::to_string(loc_.y) +
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" z: " + std::to_string(loc_.z);
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Loging::Message(msg);
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Loging::Log(msg);
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}
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TestWorld::TestWorld(GameInstance& game_instance) : World(game_instance)
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@@ -26,7 +26,7 @@ void TestWorld::BeginPlay()
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std::vector<std::weak_ptr<Actor>> meshes = GetActorsByClass<Actor>();
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for (const auto& i : meshes)
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{
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Loging::Log("Load actor: " + i.lock()->GetName());
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Loging::Message("Load actor: " + i.lock()->GetName());
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}
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main_camera_ = GetActorsByClass<Camera>()[0];
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