Blueprint good pratice
Use Sequence Caution, sequence are executed in the right order BUT if you use delay, it wont wait for the next sequence to begin
Game Programmer
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
Use NVidia CodeWorks