No response 💀
https://www.reddit.com/r/unrealengine/comments/g7i7jf/anything_about_synchronized_local_physics_grids/
It is something very difficult to do but is also worthless to almost every type of game.
No response 💀
It is something very difficult to do but is also worthless to almost every type of game.
Please stop using this extension and Microsoft's C++ extension for Unreal code completion.
The VSCode extension clangd has blazing fast code completion in comparison. I've made a VSCode extension for it:
https://github.com/boocs/unreal-clangd
You will use clangd for code completion(Intellisense) and use Microsoft's C++ extension for Building/Debugging
| // Based on the Unity Wiki FloatingOrigin script by Peter Stirling | |
| // URL: http://wiki.unity3d.com/index.php/Floating_Origin | |
| using UnityEngine; | |
| using UnityEngine.SceneManagement; | |
| public class FloatingOrigin : MonoBehaviour | |
| { | |
| [Tooltip("Point of reference from which to check the distance to origin.")] | |
| public Transform ReferenceObject = null; |
While I'm learning how to use Nginx, I was instructed to update the server_names_hash_bucket_size (/etc/nginx/nginx.conf) value from 32 to 64, but I don't understand why should I increase the value to 64.
References that have been read so far:
| This gist is only for Android. | |
| If you would like launch native apps | |
| on iPhone, iPad, you can find information about it in Appcelerator Docs: | |
| -https://developer.appcelerator.com/apidoc/mobile/latest/Titanium.Platform.canOpenURL-method.html | |
| -https://developer.appcelerator.com/apidoc/mobile/latest/Titanium.Platform.openURL-method.html | |
| More info about iOS URL Schemes: http://handleopenurl.com/ |