Compile unreal from source - Linux
Follow this documentation to compile unreal from source: https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Linux/BeginnerLinuxDeveloper/SettingUpAnUnrealWorkflow/
// Define your enum as usual inside an Header file. | |
UENUM() | |
enum class EMyEnums : uint8 | |
{ | |
MyEnum1, | |
MyEnum2, | |
MyEnum3, | |
MyEnum4, | |
MyEnum5, | |
}; |
/// This | |
unsafe { | |
ffmpeg::av_register_all(); | |
// This portion of code was written by taking as resource: http://dranger.com/ffmpeg/tutorial01.html | |
// This article is outdated, and some APIs got deprecated, here I used the non deprecated version. | |
// | |
// The idea of FFmpeg is to | |
// 1. open the file |
Follow this documentation to compile unreal from source: https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Linux/BeginnerLinuxDeveloper/SettingUpAnUnrealWorkflow/
Readme.txt |
// Utility used to execute console commands (like the one to compile CMake projects) during the compilation steps of Unreal Engine. | |
public class MBuildUtils | |
{ | |
public string MModulePath = ""; | |
// Taken from UE4Cmake - Kudos to `caseymcc` | |
private Tuple<string, string> GetExecuteCommandSync() | |
{ | |
string cmd = ""; |
#!/usr/bin/python | |
## DESCRIPTION: | |
## This script is an utility that simplifies the UE-diff-tool usage via git. | |
## | |
## HOW IT WORKS: | |
## Git provides the possibility to use thirdparty tools to DIFF and MERGE the files. | |
## Unreal provides both tools for the binary `.uasset`. | |
## By following the SETUP section, you will be able to use the `git difftool -t UE_Diff` |
{ | |
"version": 1, | |
"notes": "", | |
"documentation": "\"This file is a QMK Configurator export. You can import this at <https://config.qmk.fm>. It can also be used directly with QMK's source code.\n\nTo setup your QMK environment check out the tutorial: <https://docs.qmk.fm/#/newbs>\n\nYou can convert this file to a keymap.c using this command: `qmk json2c {keymap}`\n\nYou can compile this keymap using this command: `qmk compile {keymap}`\"\n", | |
"keyboard": "kbdfans/niu_mini", | |
"keymap": "catania_layout_10", | |
"layout": "LAYOUT_planck_mit", | |
"layers": [ | |
[ | |
"KC_ESC", |
/// This file is an utility to avoid write the same code over and over to expose | |
/// the variables in Godot. | |
/// To use it you can include this into your header, and use `SETGET` to define | |
/// the variable you want to expose: | |
/// ``` | |
/// #include "scene/3d/node_3d.h" | |
/// #include "godot_expose_utils.h" | |
/// | |
/// class TestNode : public Node { | |
/// GDCLASS(TestNode, Node); |
Let's consider this geometry:
Objects: {
Geometry: 140696156120336, "Geometry::", "Mesh" {
Vertices: *18 {
a: -1,-1,0,1,-1,0,-1,1,0,1,1,0,-1.00631749629974,2.97582387924194,-0.0179548189043999,0.993682563304901,2.97582387924194,-0.0179548189043999
extends Camera3D | |
class_name FlyCamera | |
## Simple Fly Camera for Godot Engine 3.x / 4.x. | |
## This Fly camera can be moved using the mouse and keyboard "WASD". | |
## You can toggle this camera activation by pressing the TAB key. | |
## The idea is to put this camera as autoload. | |
## It's possible to customize it by changing: The mouse `sensibility` and camera `speed`. | |
## | |
## If you want to contribute, please leave a comment, I'll update the code. | |
## |