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<a href="Seg1ClickMessage" bgColor="#555555FF" hoverColor="#FFFF0055" filePath="Blueprint'/Game/UMG/DialogueMsgTextTest/ButtonStyle/BP_DialogueBackgroundButtonStyle1.BP_DialogueBackgroundButtonStyle1'"> | |
<text color="#FF0000FF"> Test Click Seg1 </text> | |
</a> | |
<br /> | |
<a href="Seg2ClickMessage" bgColor="#FF0000FF" hoverColor="#FFFF0055" filePath="Blueprint'/Game/UMG/DialogueMsgTextTest/ButtonStyle/BP_DialogueBackgroundButtonStyle2'"> | |
<text color="#00FF00FF"> Test Click Seg2 </text> | |
</a> | |
<br /> |
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Engine/Build/BatchFiles/RunUAT.bat | |
-ScriptsForProject="/Path/To/YourProjec/YourProject.uproject" BuildCookRun -NoCompileEditor | |
-Verbose -UTF8Output -CrashReporter -nop4 -ue4exe="/Path/To/Engine/Binaries/Win64/UE4Editor-Cmd.exe" | |
-ScriptsForProject="/Path/To/YourProjec/YourProject.uproject" -cook -unversionedcookedcontent -pak -stage | |
-package -clientconfig="Shipping" -prereqs -targetplatform="Switch" -distribution -nodebuginfo | |
-build -UbtArgs="-LTCG -PGOOptimize" |
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${UE4_ENGINE_ROOT}/Engine/Build/BatchFiles/RunUAT.bat | |
RunUnreal -ScriptsForProject="/Path/To/YourProjec/YourProject.uproject" | |
-nop4 -nocompile -ScriptsForProject="/Path/To/YourProjec/YourProject.uproject" | |
-platform="Switch" -configuration="Development" | |
-test="YourProjectPGONode" -build="local" | |
-ProfileOutputDirectory="/Path/To/YourProject/Saved/PGO/Profile/Switch/" |
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'MSBuild.exe' | |
'/Path/To/MyPorject/Build/Script/MyProject.Automation/MyProject.Automation.csproj' | |
/verbosity:quiet /nologo //target:Build /property:Configuration=Development /property:Platform=AnyCPU | |
/p:TreatWarningsAsErrors=false /p:BuildProjectReferences=true |
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using System; | |
using System.Collections.Generic; | |
using System.IO; | |
using System.Linq; | |
using AutomationTool; | |
using Gauntlet; | |
using UnrealBuildTool; | |
using System.Text.RegularExpressions; | |
namespace UE4Game |
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${UE4_ENGINE_ROOT}/Engine/Build/BatchFiles/RunUAT.bat | |
-ScriptsForProject="/Path/To/YourProjec/YourProject.uproject" BuildCookRun -NoCompileEditor | |
-Verbose -UTF8Output -CrashReporter -nop4 -ue4exe="/Path/To/Engine/Binaries/Win64/UE4Editor-Cmd.exe" | |
-ScriptsForProject="/Path/To/YourProjec/YourProject.uproject" -cook -unversionedcookedcontent -pak -stage | |
-package -clientconfig="Development" -prereqs -targetplatform=${BUILD_PLATFORM} -build-UbtArgs="-LTCG -PGOProfile" |
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class FMyWorldAsyncChecker : public FNonAbandonableTask | |
{ | |
public: | |
/** | |
* Constructor for async task | |
* @param InDataDeriver plugin to produce cache key and in the event of a miss, return the data. | |
* @param InCacheKey Complete cache key for this data. | |
**/ | |
FMyWorldAsyncChecker() |
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void AMyGameModeBase::OnSpectatorReady() | |
{ | |
++NumReadySpectator; | |
UE_LOG(LogTemp, Log, TEXT("OnSpectatorReady NumReadySpectator: %d"), NumReadySpectator); | |
} | |
void AMyGameModeBase::OnSpectatorLeave() | |
{ | |
--NumReadySpectator; |
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// Statically bind to the specified player controller | |
UClass* PCClass = PendingLevelPlayerControllerClass; | |
// The PlayerController gets replicated from the client though the engine assumes that every Player always has | |
// a valid PlayerController so we spawn a dummy one that is going to be replaced later. | |
// | |
// Look at APlayerController::OnActorChannelOpen + UNetConnection::HandleClientPlayer for the code the | |
// replaces this fake player controller with the real replicated one from the server | |
// |
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void APlayerController::ReceivedSpectatorClass(TSubclassOf<ASpectatorPawn> SpectatorClass) | |
{ | |
if (IsInState(NAME_Spectating)) | |
{ | |
if (GetSpectatorPawn() == NULL) | |
{ | |
BeginSpectatingState(); | |
} | |
} | |
} |
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