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- ContentRootToPath Num=10 TArray<FPathPair,FDefaultAllocator> | |
+ [0] {RootPath=L"/Paper2D/" ContentPath=L"../../../Engine/Plugins/2D/Paper2D/Content/" } FPathPair | |
+ [1] {RootPath=L"/Engine/" ContentPath=L"../../../Engine/Content/" } FPathPair | |
+ [2] {RootPath=L"/Engine/" ContentPath=L"../../../Engine/Shaders/" } FPathPair | |
+ [3] {RootPath=L"/Game/" ContentPath=L"C:/Users/Dorgon/Documents/Unreal Projects/MyProject/Content/" } FPathPair | |
+ [4] {RootPath=L"/Script/" ContentPath=L"C:/Users/Dorgon/Documents/Unreal Projects/MyProject/Script/" } FPathPair | |
+ [5] {RootPath=L"/Temp/" ContentPath=L"C:/Users/Dorgon/Documents/Unreal Projects/MyProject/Saved/" } FPathPair | |
+ [6] {RootPath=L"/Game/" ContentPath=L"../../../MyProject/Content/" } FPathPair | |
+ [7] {RootPath=L"/Script/" ContentPath=L"../../../MyProject/Script/" } FPathPair | |
+ [8] {RootPath=L"/Temp/" ContentPath=L"../../../MyProject/Saved/" } FPathPair |
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FStringClassReference clsRef = "Blueprint'/Game/MyBlueprint.MyBlueprint_C'"; | |
//AMyActor is my own c++ implemented actor that inherited from AActor | |
UClass* myBlueprintActorClass = clsRef.TryLoadClass<AMyActor>(); | |
auto myBlueprintActor = GetWorld()->SpawnActor<AMyActor>(myBlueprintActorClass); |
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UENUM(BlueprintType, meta = (Bitflags)) | |
enum class EHorizonPlayerSortType : uint8 | |
{ | |
Invalidated = 0, | |
Level UMETA(DisplayName = "PlayerLevel"), | |
Power UMETA(DisplayName = "Power"), | |
Speed UMETA(DisplayName = "Speed"), | |
PlaceHolder1 UMETA(DisplayName = "PlaceHolder1"), | |
PlaceHolder2 UMETA(DisplayName = "PlaceHolder2"), | |
PlaceHolder3 UMETA(DisplayName = "PlaceHolder3"), |
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enum class EHorizonPlayerSortType | |
{ | |
Invalidated = ( 1 << 0), | |
Leve = ( 1 << 1), | |
Power = ( 1 << 2), | |
Speed = ( 1 << 3), | |
PlaceHolder1 = ( 1 << 4), | |
PlaceHolder2 = ( 1 << 5), | |
PlaceHolder3 = ( 1 << 6), | |
PlaceHolder4 = ( 1 << 7), |
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{"lastUpload":"2019-08-25T15:18:01.590Z","extensionVersion":"v3.4.2"} |
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UEBuildPlugin(){ | |
mkdir -p "${PLUGIN_PACKAGE_ARCHIVE_DIR}" | |
PLUGIN_PACKAGE_ARCHIVE_DIR=$(cd "${PLUGIN_PACKAGE_ARCHIVE_DIR}"; pwd) | |
echo "-----------------------------------------------------" | |
echo "UEBuildPlugin: ${PLUGIN_FILE} ${PLUGIN_BUILD_TARGET} to ${PLUGIN_PACKAGE_ARCHIVE_DIR}" | |
echo "-----------------------------------------------------" | |
cmd=" \ | |
'${UE4_ENGINE_ROOT}/Engine/Build/BatchFiles/RunUAT.bat' BuildPlugin \ | |
-Plugin='${PLUGIN_FILE}' -TargetPlatforms=${PLUGIN_BUILD_TARGET} \ |
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PredictionKey.NewRejectedDelegate().BindUObject(this, &UAbilitySystemComponent::OnPredictiveMontageRejected, NewAnimMontage); | |
void UAbilitySystemComponent::OnPredictiveMontageRejected(UAnimMontage* PredictiveMontage) | |
{ | |
static const float MONTAGE_PREDICTION_REJECT_FADETIME = 0.25f; | |
UAnimInstance* AnimInstance = AbilityActorInfo.IsValid() ? AbilityActorInfo->GetAnimInstance() : nullptr; | |
if (AnimInstance && PredictiveMontage) | |
{ |
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void UMyHealthSet::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const | |
{ | |
Super::GetLifetimeReplicatedProps(OutLifetimeProps); | |
DOREPLIFETIME_CONDITION_NOTIFY(UMyHealthSet, Health, COND_None, REPNOTIFY_Always); | |
} | |
void UMyHealthSet::OnRep_Health() | |
{ | |
GAMEPLAYATTRIBUTE_REPNOTIFY(UMyHealthSet, Health); | |
} |
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// We have fully received the bunch, so process it. | |
if( Bunch.bClose ) | |
{ | |
... | |
UE_LOG(LogNetTraffic, Log, TEXT("UChannel::ReceivedSequencedBunch: Bunch.bClose == true. Calling ConditionalCleanUp. ChIndex: %i"), ChIndex ); | |
ConditionalCleanUp(); | |
... | |
} |
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int32 UNetDriver::ServerReplicateActors_ProcessPrioritizedActors( UNetConnection* Connection, const TArray<FNetViewer>& ConnectionViewers, FActorPriority** PriorityActors, const int32 FinalSortedCount, int32& OutUpdated ) | |
{ | |
... | |
// If the actor wasn't recently relevant, or if it was torn off, close the actor channel if it exists for this connection | |
if ( ( !bIsRecentlyRelevant || Actor->bTearOff ) && Channel != NULL ) | |
{ | |
... | |
UE_LOG( LogNetTraffic, Log, TEXT( "- Closing channel for no longer relevant actor %s" ), *Actor->GetName() ); | |
Channel->Close(); | |
... |