This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
[2015.08.17-15.23.05:354][ 0]Log file open, 08/17/15 17:23:05 | |
[2015.08.17-15.23.05:354][ 0]LogInit:Display: Running engine for game: CarCarCar | |
[2015.08.17-15.23.05:354][ 0]LogInit:Display: RandInit(-1402824683) SRandInit(-1402824649). | |
[2015.08.17-15.23.05:354][ 0]LogTaskGraph: Started task graph with 4 named threads and 5 total threads. | |
[2015.08.17-15.23.05:354][ 0]LogStats: Stats thread started | |
[2015.08.17-15.23.05:354][ 0]LogInit:Warning: Incompatible or missing module: UE4Editor-CarCarCar.dll | |
[2015.08.17-15.23.37:066][ 0]Running C:/Program Files/Epic Games/4.8/Engine/Binaries/DotNET/UnrealBuildTool.exe CarCarCar Development Win64 -project="C:/Users/xxx/Downloads/spaceBerz3rks/CarCarCar.uproject" -rocket -editorrecompile -progress -noubtmakefiles | |
[2015.08.17-15.23.57:586][ 0]Performing 1 actions (2 in parallel) | |
[2015.08.17-15.23.57:586][ 0][1/1] Link UE4Editor-CarCarCar.dll | |
[2015.08.17-15.23.57:687][ 0] Creating library C:\Users\xxx\Downloads\spaceBerz3rks\Intermediate/Build/Win64\UE4Editor\Deve |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System.Collections; | |
using UnityEngine.UI; | |
using System.Collections.Generic; | |
public class logicWindow : MonoBehaviour { | |
public GameObject cloneBasis; | |
public Sprite deductionTexture; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System.Collections; | |
[RequireComponent(typeof(Camera))] | |
public class CameraTargeting : MonoBehaviour | |
{ | |
// Which layers targeting ray must hit (-1 = everything) | |
public LayerMask targetingLayerMask = -1; | |
// Targeting ray length |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System.Collections; | |
[RequireComponent(typeof(Camera))] | |
public class CameraTargeting : MonoBehaviour | |
{ | |
// Which layers targeting ray must hit (-1 = everything) | |
public LayerMask targetingLayerMask = -1; | |
// Targeting ray length |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System.Collections; | |
public class asdasd : MonoBehaviour { | |
public Animation test; | |
void Start(){ | |
test["open"].wrapMode = WrapMode.Once; | |
test["close"].wrapMode = WrapMode.Once; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System.Collections; | |
public class dooropenclose : MonoBehaviour { | |
public bool open = false; | |
public bool locked = false; | |
// Use this for initialization | |
void Start () { | |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
public class LogicFraDia{ | |
public LogicFraDia () | |
{ | |
Start(); | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
MachineId:94724652419672D199F277B54D9509A3 | |
EpicAccountId:596cbe7e1d6f466c92cf7033ddd51c50 | |
Access violation - code c0000005 (first/second chance not available) | |
UE4Editor_CarCarCar!TArray<FOnlineKeyValuePairs<FName,FOnlineSessionSetting>::FKeyValuePairInternal,FDefaultAllocator>::CopyToEmpty<FOnlineKeyValuePairs<FName,FOnlineSessionSetting>::FKeyValuePairInternal,FDefaultAllocator>() + 95 bytes [c:\program files\epic games\4.7\engine\source\runtime\core\public\containers\array.h:2210] | |
UE4Editor_CarCarCar!UUBP_FuncLib::SessionSettingsToString() + 524 bytes [c:\users\xxx\desktop\spaceberz3rks\source\carcarcar\ubp_funclib.cpp:54] | |
UE4Editor_CarCarCar!UUBP_FuncLib::execSessionSettingsToString() + 52 bytes [c:\users\xxx\desktop\spaceberz3rks\source\carcarcar\ubp_funclib.h:16] |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
TArray<FString> UUBP_FuncLib::SessionSettingsToString() | |
{ | |
auto SessionsS = IOnlineSubsystem::Get()->GetSessionInterface(); | |
TArray<FString> SessionSettings = TArray<FString>(); | |
UE_LOG(LogTemp, Error, TEXT("PRELOOP")); | |
SessionSettings.Add("FirstTESTNOTWORKINGENTRY"); | |
FOnlineSessionSettings * stuffSettings = SessionsS->GetSessionSettings(GameSessionName); | |
FSessionSettings stuffSettingsDeeper = stuffSettings->Settings; | |
for (FSessionSettings::TConstIterator It(stuffSettingsDeeper); It; ++It) | |
{ |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// Fill out your copyright notice in the Description page of Project Settings. | |
#include "CarCarCar.h" | |
#include "UBP_FuncLib.h" | |
#include "OnlineSubsystem.h" | |
#include "Runtime/Engine/Classes/Engine/GameInstance.h" | |
FString UUBP_FuncLib::GetSessionResultKeyValue(const FBlueprintSessionResult& Result, FName keyName) | |
{ | |
FString keyValue; |
NewerOlder