Adobe Acrobat Pro DC无法处理页面 因为“页面捕捉”识别服务发生错误 (6)解决办法

最近安装Adobe acrobat Pro DC,发现中文识别过程中出现了错误,报错:

无法处理页面,因为“页面捕捉”识别服务发生错误 (6)
网上查了几种办法:

  1. 一种说是重新在控制面板——安装程序里面修复,尝试以后发现没有这个选项……

  2. 第二种办法是说开启平滑,开启以后也没有解决问题……

 

最终发现有一个专门针对该问题的修复补丁:

链接:https://pan.baidu.com/s/1rS_8xIjAVhGOfQtxXgyZTA?pwd=6eeg
提取码:6eeg

 

下载安装后就能解决【无法处理页面,因为“页面捕捉”识别服务发生错误 (6)】问题啦。

大家可以试试。如果好用的话就OK,不好用的话建议安装最新版可能就修复这个问题了。

【unreal4】 虚幻引擎中获取虚拟摄像机图像并导入UI(UMG)实时显示

最终效果
最终效果(左侧为UI中的摄像头)

完成目标:在虚幻引擎中实时获取虚拟摄像机的镜头图像,并在GUI中显示,类似于赛车游戏中左右后视镜显示图像,或者摄像头实时采集图像信息显示在GUI界面中,或者在VR中实现摄像机的实时画面采集。

测试版本:4.26(多数版本都可通用)

需要用到的知识:

1、场景捕获组件2D(SceneCaptureComponent2D)

2、画布渲染目标材质(CanvasRenderTarget2D)

3、UI中的图像模块(image)

 

功能实现思路:想要实现获取虚拟摄像机图像并导入UI实时显示,就需要一个实时捕获画面并将其转换为动态材质的方式,通过场景捕获组件2D获得实时画面流,将渲染目标材质转换为普通材质,最后在GUI中创建图像,并为该模块赋予图像材质即可。

(更多…)

UE4: Why is the simulation physics option gray for StaticMesh

In Unreal Engine, what if the simulation physics option of static mesh body is gray?

The solution is: double-click to open the static grid body, click the collision menu above, add the collision according to the actual demand, save, and then come back to see that the simulation physics option is ready to click.

Official explanation:

If true, this body will use simulation. If false, will be ‘fixed’ (ie kinematic) and move where it is told. For a Skeletal Mesh Component, simulating requires a physics asset setup and assigned on the SkeletalMesh asset. For a Static Mesh Component, simulating requires simple collision to be setup on the StaticMesh asset.

 

20220409

www.gongyesheji.org alan

UE4:静态网格体模拟物理选项为灰色怎么办

在虚幻引擎中,静态网格体的模拟物理选项为灰色怎么办?

很简单,造成这个选项灰色的原因是该静态网格体没有碰撞,解决办法为:双击点开静态网格体,点击上面的碰撞菜单,按照实际需求添加碰撞,保存,再回来看就会发现模拟物理选项已经可以点击了。

官方解释:

If true, this body will use simulation. If false, will be 'fixed' (ie kinematic) and move where it is told. For a Skeletal Mesh Component, simulating requires a physics asset setup and assigned on the SkeletalMesh asset. For a Static Mesh Component, simulating requires simple collision to be setup on the StaticMesh asset.

如果是勾选状态的,这个物体将使用模拟。如果为取消勾选,将是“固定的”(即运动学),并移动到它被告知的地方。

对于骨骼网格组件,模拟需要一个物理资产设置和分配在骨骼网格资产。

对于一个静态网格组件,模拟需要在StaticMesh资产上设置简单的碰撞。

20220409

www.gongyesheji.org alan

【PYQT】How to modify the Label text and attributes in PYQT Design by clicking the button

The purpose of this article is to use pyQt Design to create a graphical Python GUI. When a button is clicked, the text content of a TextLabel changes  

Use VS CODE as the compiler, and install PYQT Integration plug-in for graphical.  UI compiles, converts.ui into.py, and any other compiler compiles pyQt in the same way  

(更多…)

How do I solve the problem that the touch screen and display screen of the Windows operating system are inconsistent

Recently, I encountered a problem: when I use a touchscreen display, the touch function is mapped to my large screen, not the secondary screen, but the touchscreen is actually on the secondary screen. What should I do to solve this problem?

First of all, it should be clear that the misaligned touch screen is not a hardware problem, but a software configuration problem, and Windows offers a perfect solution:

Step 1: Open the control panel

windows的触摸屏和显示屏错位:1.打开控制面板
The Windows touch screen and display screen are misaligned: 1. Open the control panel

(更多…)

[Unreal4] How to make the UI(UMG) display in real time in unreal Engine

虚幻引擎中如何让UI(UMG)在窗口实时显示
How to make the UI(UMG) display in Windows in Unreal Engine
  1. Start by creating the UI file
  2. Unlock level blueprints
  3. Add node connections as shown above: [Event begainPlay] -- [Create widget] -- [Add to ViewPort]
  4. Select the UI created in the first step in the Create control
  5. Run the program to see if the UI is already displayed on the window.

Note that the name of the Create XXX control node is not fixed. Add the Create control to the level blueprint and select the created GUI file from the class to create a custom UI control.

www.gongeysheji.org

20220408 Allen

[Unreal4] Get virtual camera image in unreal engine and import it into UI(UMG) for UI camera real-time display

Objectives: Real-time acquisition of virtual camera lens images in Unreal Engine and display in GUI, similar to left and right rearview mirrors display images in racing games, or real-time acquisition of camera image information display in GUI interface, or real-time capture of camera images in VR.

Test version: 4.26 (universal for most versions)

Knowledge needed:

1. SceneCaptureComponent2D

2. CanvasRender target material (CanvasRenderTarget2D)

3. Image module in UI

Function implementation approach: to obtain a virtual camera image real time display and import the UI, you need a real-time capture images and convert them into dynamic material, real-time images were obtained through the scene capture the component 2d flow, converts the render target material to ordinary material, finally to create the image in the GUI, and give the image for the module material.

(更多…)

【unreal 4】 虚幻引擎中如何让UI(UMG)在窗口实时显示

虚幻引擎中如何让UI(UMG)在窗口实时显示
虚幻引擎中如何让UI(UMG)在窗口实时显示
  1. 首先创建好UI文件

  2. 打开关卡蓝图

  3. 添加如上图节点连接:【事件开始运行】(event begainplay)——【创建控件】(create widget)——【添加到视口】(add to viewport)

  4. 在创建控件中选择第一步创建好的UI

  5. 运行程序 看看UI是不是已经在窗口上显示了。

注意【创建XXX控件】节点的名字是不固定的, 先把创建控件添加到关卡蓝图中,再从class类中选择创建好的GUI文件,就可以变成创建自定义UI控件了。

www.gongeysheji.org

20220408 艾伦

 

【unreal4】 虚幻引擎中如何实现蓝图中str的相加输出

当然大家开始学编程的时候都喜欢整个【HELLO WORLD !】,那么在UE4里面如何用数组优雅的输出一个【HELLO WORLD ! 】呢?

答案是Append节点!官方解释该节点的作用是:“将两个字符串连接在一起形成一个新字符串”

用一个小例子讲一下,如上图所示,这个问题可以转化为:如何通过数组来相加变量,最终输出一个HELLO WORLD !

请注意,当你阅读本文章的时候,已经默认你学完了如何在UE4里添加和设置变量,因为上图中的蓝图使用了四个变量,当然我们也可以不使用,你如果不了解相关知识可能看着比较懵逼。

  • 本文使用的四个变量分别是:msg(用于存放三个单独的str的str类型数组变量)、str1(hello )、str2(world )、str3(!)分别对应数组的0、1、2位置储存的str。
  • 左侧make literal string是创建一个string,也就是hello
  • 第二步创建数组节点,是为了凭空创建一个数组,来储存我们分成三段的str数据
  • 然后数组输入到设置msg节点,也就变成了msg节点的值
  • msg节点又分出来三个get,分别获得了msg节点的0,1,2位置的三个str值
  • 这时候需要输出了,但是print str节点只能够输出一个str值,咋办呢
  • 添加Append节点,并且在节点上点击添加引脚,增加到三个引脚以放下我们的三个值
  • 将Append三个引脚分别与get的输出相连接,这三个引脚从上到下是str的组合后顺序,千万不要搞反了哦,否则输出顺序就不一样了,之后再链接print string节点就好了
  • 最后写好了运行,可以看到游戏窗口左上角会显示出来【hello world !】成功!