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1. set Dynamic Global Illumination Method to "None" | |
2. set Reflection Method to "None" | |
3.4set Shadow Map Method to "Shadow Map" | |
4. set Default RHI to "DirectX 11" | |
5. turn off Ray Tracing Shadows |
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Editor only console command: r.visualizeOccludedPrimitives 1 | |
This will render a green bounds box for any objects that are occluded. | |
Adjusting the bounds scale will increase the green bounding box and can cause the mesh to be rendered even when it’s not in view. | |
https://forums.unrealengine.com/t/how-does-object-occlusion-and-culling-work-in-ue4/334141 |
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// https://stackoverflow.com/questions/4053837/colorizing-text-in-the-console-with-c | |
#include <iostream> | |
#include <string> | |
int main(int argc, char ** argv){ | |
printf("\n"); | |
printf("\x1B[31mTexting\033[0m\t\t"); | |
printf("\x1B[32mTexting\033[0m\t\t"); |
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program UdpServer; | |
uses Sockets; | |
const | |
UDPPackLen = 512; | |
var | |
MasterSocket : Longint; |
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Tested with UE 4.21 | |
1. Open your UE4 engine folder [Program files or something else you like]\Epic Games\UE_4.21\Engine\Source\Programs\UnrealBuildTool | |
2. Open file Epic Games\UE_4.21\Engine\Source\Programs\UnrealBuildTool\Platform\Windows\VCToolChain.cs | |
3. Find method void AppendCLArguments_CPP(CppCompileEnvironment CompileEnvironment, List<string> Arguments) | |
4. Add Arguments.Add("/std:c++17"); to begin of method | |
5. Open Epic Games\UE_4.21\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj in MSVS 2017 | |
6. Rebuild UnrealBuildTool | |
7. Open your project and rebuild it | |
8. Enjoy c++17 features |
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#include <iostream> | |
#include <stdio.h> | |
#include <sys/socket.h> | |
//#include <stdlib.h> | |
#include <netinet/in.h> | |
#include <string.h> | |
#include <netdb.h> | |
#include <arpa/inet.h> | |
//#include <unistd.h> |
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