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@boocs
boocs / readme.md
Last active September 24, 2023 00:49
Removing red squiggles (Intellisense errors) for Unreal Engine

Removing red squiggles (Intellisense errors) for Unreal Engine

This guide should remove all Intellisense errors from your project. I've recently finished a Udemy series and had no problems fixing any Intellisense errors with this guide.

I've tested this in both Visual Studio 2019 and VSCode (Latest Microsoft C++ plugin). They both work. (Windows 10)

Some other compilers, with their version of Intellisense, may still be helped by some of this info.

Note: VSCode was used with Build Tools for Visual Studio 2019
@gamerxl
gamerxl / ue4-json-parsing.cpp
Last active January 13, 2024 11:49
How to parse a json response (e.g. a json array) in ue4 c++ context.
/**
* Include the PrivateDependencyModuleNames entries below in your project build target configuration:
* PrivateDependencyModuleNames.AddRange(new string[] { "Json", "JsonUtilities" });
*/
#include "Runtime/Online/HTTP/Public/Http.h"
#include "Serialization/JsonSerializer.h"
FHttpResponsePtr Response;
@ciro-unity
ciro-unity / MainLightNode.cs
Last active October 24, 2020 06:47
A custom node for Unity's ShaderGraph to capture lighting and use it into the shader. Works as of July 2018, but the APIs might change!
//This API to create new nodes has been deprecated in early 2019.
//This means that if you are on a more recent version of Shader Graph and Universal Render Pipeline, you should use instead a pre-made node, which acts like a container that allows you to inject custom HLSL code into Shader Graph without the need to create a node from scratch.
//Please use the new node, not the C# API described here.
//
//You can find more details about that node in the Docs: https://docs.unity3d.com/Packages/com.unity.shadergraph@6.7/manual/Custom-Function-Node.html
//I also blogged about it here: https://connect.unity.com/p/adding-your-own-hlsl-code-to-shader-graph-the-custom-function-node
//
//If you are still on a very old version of Lightweight Render Pipeline (you shouldn't!!), you can still see the C# code for this custom node by rolling back to a previous version.
@victoriadrake
victoriadrake / lambda-rss-tweeter.go
Last active April 7, 2020 04:11
Tweet RSS feed links for AWS Lambda
package main
import (
"math/rand"
"net/url"
"os"
"time"
"github.com/ChimeraCoder/anaconda"
"github.com/Sirupsen/logrus"
@trentpolack
trentpolack / EnumerationType.h
Last active June 7, 2021 18:30
Enumerations in Unreal Engine 4
// Generally, developers in UE4 tend towards the following convention for enumerations:
UENUM( BlueprintType )
enum class ENoiseGeneratorCellularType : uint8
{
NGCT_Natural UMETA( DisplayName = "Natural" ),
NGCT_Euclidean UMETA( DisplayName = "Euclidean" ),
NGCT_Manhattan UMETA( DisplayName = "Manhattan" ),
NGCT_Max UMETA( Hidden )
};
@480
480 / gist:3b41f449686a089f34edb45d00672f28
Last active June 27, 2024 06:21
MacOS X + oh my zsh + powerline fonts + visual studio code terminal settings

MacOS X + oh my zsh + powerline fonts + visual studio code (vscode) terminal settings

Thank you everybody, Your comments makes it better

Install oh my zsh

http://ohmyz.sh/

sh -c "$(curl -fsSL https://raw.github.com/ohmyzsh/ohmyzsh/master/tools/install.sh)"
@BenTristem
BenTristem / AudioTrigger.cs
Created April 23, 2017 16:41
Simple audio trigger with layer filter.
using UnityEngine;
public class AudioTrigger : MonoBehaviour
{
[SerializeField] AudioClip clip;
[SerializeField] int layerFilter = 0;
[SerializeField] float triggerRadius = 5f;
[SerializeField] bool isOneTimeOnly = true;
[SerializeField] bool hasPlayed = false;
@sykire
sykire / per_inline_model_converter.py
Last active April 9, 2021 07:16
Usually in flask-admin inline-models use the same converter. You can set a different converter setting 'inline_converter' in the ModelView but this will apply the same converter for every Model in the inline_models list.So I've overridden the 'scaffold_inline_form_models' method from ModelView just to check for every inline model in the list if …
from flask_admin.form import FormOpts
from flask_admin.contrib.sqla.form import InlineModelFormList, \
InlineModelConverter, \
get_form
from flask_admin.contrib.sqla.tools import get_primary_key
from flask_admin.contrib.sqla import ModelView
from flask_admin.model.fields import InlineModelFormField
from flask_admin.model.form import InlineFormAdmin
from flask_admin._compat import iteritems
# MODEL
class Case < ActiveRecord::Base
include Eventable
has_many :tasks
concerning :Assignment do
def assign_to(new_owner:, details:)
transaction do