Unreal Log

Classé dans : Non classé | 0

// Like Blueprint Print UKismetSystemLibrary::PrintString(this, « Your message »); UKismetSystemLibrary::PrintString(this, FString(« Enable movement to « ) + FString(enable ? « true » : « false »)); // Just to log UE_LOG(LogTemp, Warning, TEXT(« Your message »)); // Just to screen GEngine->AddOnScreenDebugMessage(-1, 1.5, FColor::White,text) If you start a print by « Error: » … Lire la suite­­

Unreal editable config file for package

Classé dans : Non classé | 0

[codesyntax lang= »cpp »] // Config tag can be added to any UCLASS UCLASS(BlueprintReadOnly, Config=MyConfigFile) class PROJECT_API MyNewClass : public AActor { GENERATED_BODY() public: MyNewClass (); // This will create/read the config file UPROPERTY(Config, BlueprintReadWrite, EditAnywhere) FString MySavedVarToConfigFile = « DefaultValue »; //From anywhere … Lire la suite­­

GitIgnore Unreal&Unity

Classé dans : Non classé, Unity, Unreal | 1

My proper Gitignore for Unity  Temp/Obj/UnityGenerated/Library/[Bb]uild/[Bb]uilds/Assets/AssetStoreTools* # Visual Studio cache directory.vs/ # Autogenerated VS/MD/Consulo solution and project filesExportedObj/.consulo/*.csproj*.unityproj*.sln*.suo*.tmp*.user*.userprefs*.pidb*.booproj*.svd*.pdb*.opendb*.VC.db # Unity3D generated meta files*.pidb.meta*.pdb.meta # Unity3D Generated File On Crash Reportssysinfo.txt # Builds*.apk*.unitypackage Unreal DebugGame**Shipping***/Intermediate**/Saved/.vs**/Build**/Builds*.sln*.pdb**.dbConfig/SteamVRBindingsConfig/Steamvr_ue_editor_app.json #build ignore##Windows*.exe*.expBinaries/**/*.lib*.target ##AndroidBinaries/Android/**   Tools Remove … Lire la suite­­


Classé dans : Non classé | 0

Recently, our SVN repository break with a Malformed representation header error. To fix it, we use dump method to save our repository without the broken commit, then reconstruct a new repository and file it using load command. $ svnadmin dump -r 1:1000 … Lire la suite­­

Unity Animation inside Animator

Classé dans : Non classé | 0

To nest Animation inside an animator like this Open the Animator & animation files with any text editor Copy the Animation content at the beggining of the Animator file Save

Input Controllers Mapping

Classé dans : Non classé | 3

GamePad Oculus Vive Windows Mixed Reality Event: MotionController FaceButton1 -> Trackpad click up Event: MotionController FaceButton2 -> Trackpad click right Event: MotionController FaceButton3 -> Trackpad click down Event: MotionController FaceButton4 -> Trackpad click left Event: MotionController Shoulder -> Home Button … Lire la suite­­

Binaural sound Spatialization

Classé dans : Non classé | 0

In a few words, binaural is a technique based on head shapes to produce better sound spatialization. Specially useful to detect front/forward/up/down sound. Here is a short explain Integrate to Unreal Quick and easy, as long as you can find … Lire la suite­­

Unreal Mirror & Blur

Classé dans : Non classé | 1

How to Mirror Apply a mat with Roughtness 0 and specular/metalic 1. Set base color to white. This define the object this material is apply to as reflecting. Then, Unreal will use efficiently multiple capture composant that you have to … Lire la suite­­

Unity Generic auto build

Classé dans : Non classé, Unity | 0

[codesyntax lang= »csharp »] using System.Collections.Generic; using UnityEngine; using System.IO; using UnityEditor; /// /// Put me inside an Editor folder /// /// Add a Build menu on the toolbar to automate multiple build for different platform /// /// Use #define BUILD in … Lire la suite­­