<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>UHT on 榎aaaa的个人主页</title><link>https://jiat-t.github.io/tags/uht/</link><description>Recent content in UHT on 榎aaaa的个人主页</description><image><title>榎aaaa的个人主页</title><url>https://jiat-t.github.io/images/avatar.jpg</url><link>https://jiat-t.github.io/images/avatar.jpg</link></image><generator>Hugo</generator><language>zh-CN</language><lastBuildDate>Wed, 17 Jun 2026 00:00:00 +0800</lastBuildDate><atom:link href="https://jiat-t.github.io/tags/uht/index.xml" rel="self" type="application/rss+xml"/><item><title>UE 反射系统</title><link>https://jiat-t.github.io/ue/reflection-system/</link><pubDate>Wed, 17 Jun 2026 00:00:00 +0800</pubDate><guid>https://jiat-t.github.io/ue/reflection-system/</guid><description>整理 Unreal Engine 反射系统的作用、常用宏、UHT/UBT 生成流程，以及它和编辑器、蓝图、序列化、GC 的关系。</description></item></channel></rss>