Unreal Console & Argument
To use Console commande line : UFUNCTION(Exec)void EnableMovement(bool enable); To Read Executable argument : if (FParse::Param(FCommandLine::Get(), TEXT(“EnableMovement”)))
Game Programmer
To use Console commande line : UFUNCTION(Exec)void EnableMovement(bool enable); To Read Executable argument : if (FParse::Param(FCommandLine::Get(), TEXT(“EnableMovement”)))
Use Sequence Caution, sequence are executed in the right order BUT if you use delay, it wont wait for the next sequence to begin
Mars 2019Black : Oculus Quest Grey Leap Motion Made by Julien Loranswww.julienlorans.comhttps://www.linkedin.com/in/julienlorans/
Privacy Policy Farges built the Light Gun app as a Free app. This SERVICE is provided by Farges at no cost and is intended for use as is. This page is used to inform visitors regarding my policies with the … Continued
For Blueprint in the content, right clic on it, migrate.For source code, you can: Simple Way Copy past the directory inside [Source/YourOldProject], add YourOldProject to Source/YourNewProject.Target > ExtraModuleName.AddRange && to YourNewProject.uproject add “Modules”: [{ “Name”: “YourOldProject”, “Type”: “Runtime”, “LoadingPhase”: “Default”} … Continued
Nowadays : Use Oculus Link Old Days:Download a special apk for Virtual Desktop : https://github.com/guygodin/VirtualDesktop Use adb install or SideQuest application to install it over the Oculus QuestDownload & install the virutal desktop streamerFollow Virtual Desktop instruction. The official Virtual … Continued
Full class for networking in Unrealhttp://cedric-neukirchen.net/Downloads/Compendium/UE4_Network_Compendium_by_Cedric_eXi_Neukirchen_BW.pdfAnd a local copy, just in case : https://fargesportfolio.com/wp-content/uploads/2019/10/UE4_Network_Compendium_by_Cedric_eXi_Neukirchen_BW.pdf Tools for profiling :Netprofile on/off Using Replication over variable is clever : does not send data if same value is set (But trigger OnRep locally (on … Continued
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) ) class PLUGIN_API UMyClass: public UActorComponent { GENERATED_BODY() // use dynamic multicast, more option here DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnCustomDispatch); public: UPROPERTY(BlueprintAssignable) FOnCustomDispatch OnCustomDispatch ; } […] OnCustomDispatch.Broadcast(); UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=”Switch Variables”) float DesiredIntensity; more info : https://docs.unrealengine.com/en-US/Gameplay/ClassCreation/CodeAndBlueprints/index.html
AB = B-A = B compose (Inverse A)For transform, first you do the second element, then the first