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//#include "GalavantUnreal.h" // Your game's header file here | |
#include "DynamicTexture.h" | |
// See https://wiki.unrealengine.com/Procedural_Materials | |
struct UpdateTextureRegionsParams | |
{ | |
UTexture2D* Texture; | |
int32 MipIndex; |
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call "GetMSBuildPath.bat" | |
cd ../../ | |
%MSBUILD_EXE% /nologo /verbosity:quiet Source\Programs\AutomationTool\Gauntlet\Gauntlet.Automation.csproj /property:Configuration=Development /property:Platform=AnyCPU |
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#include "AnimatedImage.h" | |
void UAnimatedImage::SetCurrentFrame(int32 Frame) | |
{ | |
CurrentFrame = Frame; | |
if (CurrentFrame < 0) CurrentFrame = 0; | |
if (CurrentFrame > TotalFrames - 1) CurrentFrame = TotalFrames - 1; | |
SynchronizeProperties(); | |
} |
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#pragma once | |
/** | |
* FAsyncQueue can be used to run asynchronous delegates in sequence, parallel and combinations of the above | |
* | |
* Use Add() to enqueue delegates matching FAsyncDelegate signature: | |
* a void function that accepts a single argument of another void function with no arguments. | |
* | |
* Static factories MakeSync, MakeSequence and MakeParallel can be used to wrap different type of delegates and | |
* delegate collections into a single FAsyncDelegate which can be enqueued with Add(). |
FASTBuild is an open-source distributed build system, which could be a free alternative to Incredibuild. Unreal Engine 4 (UE4) does not support FASTBuild natively, however it's not hard to integrate it manually.
We assume you already have the full UE4 source code. First you'll need to grab the latest FASTBuild tools from here. We use v0.93 Windows x64 version in this tutorial. Download it and extract all the files. Here you have several choices:
- Place the files under any folder which could be found with your system's
PATH
environment variable. To see where these folders are, run thePATH
command in a command prompt window; - Place the files under the
Engine\Binaries\ThirdParty\FASTBuild
folder of your engine. This is the recommended place; - Place the files anywhere you like. This is not recommended because you'll have to hard-code the path later.
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:: Build client | |
RunUAT BuildCookRun -project="full_path.uproject"^ | |
-noP4 -platform=Win64^ | |
-clientconfig=Development -serverconfig=Development^ | |
-cook -allmaps -build -stage^ | |
-pak -archive -archivedirectory="Output Directory" | |
:: Cook client | |
RunUAT BuildCookRun -project="full_project_path_and_project_name".uproject^ | |
-noP4 -platform=Win64^ |
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#include "Runtime/Online/HTTP/Public/Http.h" | |
#include "Serialization/JsonSerializer.h" | |
FHttpResponsePtr Response; | |
{ | |
// Single json value (any of supported json types e.g. | |
// object with properties, array, bool) at top level of json | |
TSharedPtr<FJsonValue> JsonValue; |
Name | Description | Exceptions |
---|---|---|
Avoid async void | Prefer async Task methods over async void methods | Event handlers |
Async all the way | Don't mix blocking and async code | Console main method |
Configure context | Use ConfigureAwait(false) when you can |
Methods that require context |
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