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@PhroZenOne
PhroZenOne / valhalla.h
Last active Oct 7, 2017
better version of UE_LOG
View valhalla.h
#define FUNCTION_NAME_LINE_NR (FString(__FUNCTION__) + TEXT("(") + FString::FromInt(__LINE__) + TEXT(")"))
#ifdef _MSC_VER
#define VALHALLA_LOG(LogCategory, Verbosity, FormatString, ...)\
__if_exists(this)\
{\
if(GEngine->GetWorldFromContextObject(this, EGetWorldErrorMode::ReturnNull))\
{\
switch(GEngine->GetWorldFromContextObject(this, EGetWorldErrorMode::ReturnNull)->GetNetMode())\
View valhalla-2017-07-16 cooking
This file has been truncated, but you can view the full file.
LogPlatformFile: Not using cached read wrapper
LogInit:Display: RandInit(729124251) SRandInit(729124251).
LogTaskGraph: Started task graph with 5 named threads and 8 total threads with 1 sets of task threads.
LogStats: Stats thread started at 0.085192
LogInit:Warning: Incompatible or missing module: UE4Editor-valhalla.dll
Running E:/UE_4.16/Engine/Binaries/DotNET/UnrealBuildTool.exe valhalla Development Win64 -project="C:/Users/PhroZen/valhalla-proj/valhalla-416/valhalla.uproject" -editorrecompile -progress -NoHotReloadFromIDE
Creating makefile for valhalla (no existing makefile)
Performing full C++ include scan (no include cache file)
@progress push 5%
View cooking failed
This file has been truncated, but you can view the full file.
[2017.04.30-00.32.32:069][276]UATHelper: Cooking (Windows): Running AutomationTool...
[2017.04.30-00.32.32:483][279]UATHelper: Cooking (Windows): Automation.ParseCommandLine: Parsing command line: BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project=C:/Users/PhroZen/valhalla-proj/valhalla-unreal/valhalla.uproject -cook -skipstage -ue4exe=UE4Editor-Cmd.exe -targetplatform=Win64
[2017.04.30-00.32.33:417][282]UATHelper: Cooking (Windows): BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\PhroZen\valhalla-proj\valhalla-unreal\valhalla.uproject
[2017.04.30-00.32.34:249][291]LogSlate: Took 0.060421 seconds to synchronously load lazily loaded font '../../../Engine/Content/Editor/Slate/Fonts/DroidSansMono.ttf' (77K)
[2017.04.30-00.32.35:476][338]UATHelper: Cooking (Windows): Project.Cook: ********** COOK COMMAND STARTED **********
View memreport -full crash
LogEngine: MemReportDeferred: saving to ../../../valhalla/Saved/Profiling/MemReports/MelorianOutpost-LinuxServer-04.19-18.51.56/MelorianOutpost-LinuxServer-19-18.51.56.memreport
CommonLinuxCrashHandler: Signal=11
LogLinux: === Critical error: ===
Unhandled Exception: SIGSEGV: invalid attempt to read memory at address 0x0000000000000048
LogLinux: Fatal error!
[Callstack] 00 0x0000000001fd64df FLinuxPlatformStackWalk::CaptureStackBackTrace(unsigned long long*, unsigned int, void*) [C:\valhalla\UnrealEngine\Engine\Source\Runtime\Core\Private\Linux/LinuxPlatformStackWalk.cpp, line 951]
[Callstack] 01 0x0000000001eeeab5 FGenericPlatformStackWalk::StackWalkAndDump(char*, unsigned long, int, void*) [C:\valhalla\UnrealEngine\Engine\Source\Runtime\Core\Private\GenericPlatform/GenericPlatformStackWalk.cpp, line 159]
[Callstack] 02 0x0000000001f9bfc0 FLinuxCrashContext::CaptureStackTrace() [Runtime/Core/Public/Containers/ContainerAllocationPolicies.h, line 344]
@PhroZenOne
PhroZenOne / memReport crash
Created Mar 13, 2017
Crash occurs when doing memReport -all
View memReport crash
CommandLine Options: MelorianOutpost
LogMemory: Platform Memory Stats for LinuxServer
LogMemory: Process Physical Memory: 377.81 MB used, 377.81 MB peak
LogMemory: Process Virtual Memory: 722.39 MB used, 770.24 MB peak
LogMemory: Physical Memory: 1232.03 MB used, 6751.43 MB free, 7983.46 MB total
LogMemory: Virtual Memory: 0.00 MB used, 6751.43 MB free, 244.14 MB total
LogMemory:
LogMemory: Allocator Stats for binned:
LogMemory: Current Memory 272.15 MB used, plus 7.45 MB waste
View nativizeAssets build log
BlueprintLog: New page: Compile FirstPersonCharacter
Cmd: OBJ SAVEPACKAGE PACKAGE="/Game/FirstPersonBP/Blueprints/FirstPersonCharacter" FILE="F:/nativizeTest/Content/FirstPersonBP/Blueprints/FirstPersonCharacter.uasset" SILENT=true
LogSavePackage: Save=62.00ms
LogSavePackage: Moving 'F:/nativizeTest/Saved/FirstPersonCharacterAF89ADE04A4C391C2FDB4F8C37FAF897.tmp' to 'F:/nativizeTest/Content/FirstPersonBP/Blueprints/FirstPersonCharacter.uasset'
LogSavePackage:Display: Finished SavePackage F:/nativizeTest/Content/FirstPersonBP/Blueprints/FirstPersonCharacter.uasset
Cmd: OBJ SAVEPACKAGE PACKAGE="/Game/FirstPersonBP/Maps/FirstPersonExampleMap" FILE="F:/nativizeTest/Content/FirstPersonBP/Maps/FirstPersonExampleMap.umap" SILENT=true AUTOSAVING=false KEEPDIRTY=false
LogSavePackage: Save=107.68ms
LogSavePackage: Moving 'F:/nativizeTest/Saved/FirstPersonExampleMap70D7E5F24EB7E013FEE63CAB2A569BF9.tmp' to 'F:/nativizeTest/Content/FirstPersonBP/Maps/FirstPersonExampleMap.umap'
LogSavePackage:Display: Finished SavePackage
View nativizeAssets build log valhalla 1884
This file has been truncated, but you can view the full file.
LogPlatformFile: Not using cached read wrapper
LogInit:Display: RandInit(1599362629) SRandInit(1599362629).
LogTaskGraph: Started task graph with 5 named threads and 8 total threads with 1 sets of task threads.
LogStats: Stats thread started at 0.117521
LogInit: Using libcurl 7.47.1
LogInit: - built for x86_64-pc-win32
LogInit: - supports SSL with OpenSSL/1.0.2g
LogInit: - supports HTTP deflate (compression) using libz 1.2.8
LogInit: - other features:
View Unreal JsonToStruct .h
UFUNCTION(BlueprintCallable, Category = "Valhalla|Server", CustomThunk, meta = (CustomStructureParam = "structToFill"))
static void JsonToStruct(const UProperty* structToFill, const FString& json);
DECLARE_FUNCTION(execJsonToStruct) {
Stack.MostRecentPropertyAddress = nullptr;
Stack.MostRecentProperty = nullptr;
Stack.StepCompiledIn<UStructProperty>(NULL);
void* structPtr = Stack.MostRecentPropertyAddress;
auto structProperty = Cast<UStructProperty>(Stack.MostRecentProperty);
View gist:016d66751b929bfaf5ef85a3168919ff
Welcome to A Journey Through Valhalla, a live action coop-RPG set in the norse mythology.
This is a game that we have search for but not found, so now we're taking matters in our own hands.
What if you could take the difficulty from Darksouls, combined with the cooperative strategies from Rainbow Six? And what if you could jump straight into the action without unceccesary grinding?
Well, that our game!
###You can't handle everything alone.###
View example.json
{
"instanceDataWrapper": {
"id": 21,
"timestamp": {
"epochSecond": 1477343895,
"nano": 733000000
},
"instanceData": {
"randomData": "randomString"
},
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