LogTemp: FShaderType: FARKitCameraOverlayPS /Engine/Private/PostProcessMaterialShaders.usf LogTemp: FShaderType: FARKitCameraOverlayVS /Engine/Private/PostProcessMaterialShaders.usf LogTemp: FShaderType: TSlateElementPSLineSegmenttruetrueA /Engine/Private/SlateElementPixelShader.usf LogTemp: FShaderType: TSlateElementPSFonttruetrueA /Engine/Private/SlateElementPixelShader.usf LogTemp: FShaderType: TSlateElementPSLineSegmentfalsetrueA /Engine/Private/SlateElementPixelShader.usf LogTemp: FShaderType: TSlateElementPSFontfalsetrueA /Engine/Private/SlateElementPixelShader.usf LogTemp: FShaderType: TSlateElementPSBordertruefalseA /Engine/Private/SlateElementPixelShader.usf LogTemp: FShaderType: TSlateElementPSDefaulttruefalseA /Engine/Private/SlateElementPixelShader.usf LogTemp: FShaderType: TSlateElementPSBorderfalsefalseA /Engine/Private/SlateElementPixelShader.usf LogTemp: FShaderType: TSlateElementPSDefaultfalsefalseA /Engine/Private/SlateElementPixelShader.usf
using System; | |
using System.Collections.Generic; | |
using System.IO; | |
using System.Linq; | |
using System.Text; | |
using System.Threading.Tasks; | |
namespace Tasks | |
{ | |
class Program |
// ToDo: This fixes the OoB issue when an animation doesn't have a key on the final frame, | |
// but this isn't totally correct as the time calculation below doesn't take the shifted | |
// t value into account. | |
int i = 1; | |
while (keys[i].Time < t) | |
{ | |
i++; | |
if (i >= keys.Count) | |
{ | |
i = 1; |
// Fill out your copyright notice in the Description page of Project Settings. | |
#include "MEHUD.h" | |
void AMEHUD::BeginPlay() | |
{ | |
ResourceDisplayWidget = CreateWidget<UUserWidget>(PlayerOwner, ResourceDisplayClass); | |
ResourceDisplayWidget->AddToViewport(); | |
} |
Garbage Collection is a form of automatic memory management. It is a feature of many modern languages that you may have already used (C#, Python, Javascript, etc.) so you may already be using it without even knowing! In a garbage collected environment objects are automatically removed from memory after you stop using them. This means you can create a new object, use it for a while, and when you are done using it you set the variable that points to it as null and that's the end of your worries. Behind the scene the garbage collector ("GC") is keeping track of what objects are still being used. When an object is no longer being used the garbage collector automatically frees up the memory.
Lower level languages such as C and C++ do not provide a garbage collector out of the box. This means you have to manually keep track of what memory is being used and free it when you no longer wish to use it. This can be bug prone and is harder for a programmer to manage so Unreal Engine 4 has c
using UnityEditor; | |
using UnityEngine; | |
[InitializeOnLoad] | |
public class EditorEvents | |
{ | |
// InitializeOnLoad causes this to get called when the editor starts up | |
static EditorEvents() | |
{ |
#include "Sandbox.h" | |
#include "SandboxStatics.h" | |
USandboxStatics::USandboxStatics(const FObjectInitializer& ObjectInitializer) | |
: Super(ObjectInitializer) | |
{ | |
} | |
void USandboxStatics::GetStringHeightAndWidth(const UFont *Font, const FString & InString, int32& Height, int32& Width) | |
{ |
using UnityEngine; | |
using System.Collections; | |
public class UIBaseOverlay : MonoBehaviour | |
{ | |
public virtual IEnumerator OnOverlayActivated() | |
{ | |
yield break; | |
} |
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using UnityEngine; | |
using System.Collections; | |
[RequireComponent(typeof(BoxCollider2D))] | |
public class ReactiveGrassSway : MonoBehaviour | |
{ | |
[SerializeField] private float m_bendForceOnExit = -0.1f; | |
[SerializeField] private bool m_windIsEnabled; | |
[SerializeField] private float m_baseWindForce = 0f; | |
[SerializeField] private float m_windPeriod = 0f; |