Unreal Console & Argument

posted in: C++, Unreal | 0

To use Console commande line : UFUNCTION(Exec)void EnableMovement(bool enable); To Read Executable argument : if (FParse::Param(FCommandLine::Get(), TEXT(“EnableMovement”)))

Privacy Policy : Light gun

posted in: Non classé | 0

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


posted in: Non classé | 0

Mavic air extend radio range Change from CE radio signal to FFC stronger one : Enable fake gps and set to USA Start the drone, connect with the app and change region settings. Switch off, and never accept to change … Continued

Unreal migrate code

posted in: Non classé | 0

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

Play VR PC on Oculus Quest

posted in: Non classé | 0

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

Unreal Networking

posted in: Non classé | 0

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

Unreal C++/Blueprint

posted in: Non classé | 0

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