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C:\ikrima\src\knl\Bebylon\UnrealEngine\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Device.cpp | |
Line 310 | |
#if PLATFORM_WINDOWS | |
IUnknown* RenderDoc; | |
IID RenderDocID; | |
if (SUCCEEDED(IIDFromString(L"{A7AA6116-9C8D-4BBA-9083-B4D816B71B78}", &RenderDocID))) | |
{ | |
// @third party code - BEGIN Bebylon - #Eng-FIX-RenderDoc: Disable Forced Ideal GPU Capture - Bc we use renderdoc in packaged games | |
bool bUseRenderDoc = false; | |
FParse::Bool(FCommandLine::Get(), TEXT("renderdoc"), bUseRenderDoc); |
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#if _CRT_DISABLE | |
extern "C" int _fltused = 0x9875; | |
#define WIN32_LEAN_AND_MEAN | |
#include <stdint.h> | |
#include <limits.h> | |
#include <windows.h> | |
//#include <Windows.h> |
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Animation Subsystem | |
AnimInstance is the runtime animation class that maintains runtime data & plays shit | |
- This is the parent class of the animation blueprint | |
- Get Bone Transforms from a specific time t: | |
○ Sequence->GetAnimationPose(Output.Pose, Output.Curve, FAnimExtractContext(CurrentTime, Sequence->bEnableRootMotion)); | |
UAnimationAsset is the classes that contain the actual data and also calculates bones & curves | |
- UAnimSequence |
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<?xml version="1.0" encoding="utf-8"?> | |
<AutoVisualizer xmlns="http://schemas.microsoft.com/vstudio/debugger/natvis/2010"> | |
<Type Name="robin_hood::detail::Table<*,*,*,*,*,*>"> | |
<!-- | |
$T1 = bool IsFlat | |
$T2 = size_t MaxLoadFactor100 | |
$T3 = typename Key | |
$T4 = typename T | |
$T5 = typename Hash | |
$T6 = typename KeyEqual |
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go to your UE4/Engine/Build/Binaries folder, and run the following: | |
RunUAT BuildCookRun -project="F:\UE4\MyHotProject\MyHotProject.uproject" -windows-noeditor -cook -stage -pak -package -clientconfig=Test |
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const _ = require('lodash'); | |
const ndetypes = require(`./src/node-types.json`); | |
let symtbl = new Set() | |
let fldtbl = new Set() | |
let cde_astfwds = ""; | |
let cde_astdefs = ""; | |
let cde_astdcl = String.raw` | |
struct TlvBase_cst : public CSTNode_o { |
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From e79d15122ffd2ac59170385afc858e90f9996eed Mon Sep 17 00:00:00 2001 | |
From: ikrima <contact@ikrima.com> | |
Date: Thu, 16 Mar 2017 07:03:25 -0700 | |
Subject: [PATCH] Adding selective lightbaking | |
-Mainly just piggybacked off existing functionality using FLightingBuildOptions | |
-Main thing was adding ability to pipe that data struct to the EditorBuildLighting command | |
& augmenting the ShouldOperateOnLevel() call to take into account FLightingBuildOptions | |
--- | |
.../Editor/UnrealEd/Private/EditorBuildUtils.cpp | 49 ++++++++++++++-------- |
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<# | |
.SYNOPSIS | |
VC Build analysis. | |
.DESCRIPTION | |
VC Build analysis. | |
.EXAMPLE | |
C:\PS>bldperf.ps1 -start | |
[...Build from msvc...] | |
C:\PS>bldperf.ps1 -stop -timetrace -compilescore -cppbldanalyze | |
.NOTES |
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public BBR(TargetInfo Target) | |
{ | |
//Config | |
//BuildConfiguration.RelativeEnginePath = /* ...*/; | |
//Debug | |
//---BuildConfiguration.bOmitPCDebugInfoInDevelopment = true /* d=false */; | |
//BuildConfiguration.bSupportEditAndContinue = false /* d=false */; | |
//BuildConfiguration.bDisableDebugInfoForGeneratedCode = true /* d=true */; | |
//BuildConfiguration.bAllowLTCG = false /* d=false */; |
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<?xml version="1.0" encoding="utf-8" ?> | |
<Configuration xmlns="https://www.unrealengine.com/BuildConfiguration"> | |
<BebylonBuildConfiguration> | |
<bBBLivePPEnabled>true</bBBLivePPEnabled> <!-- /* d=false */ --> | |
<bBBIGMemTraceEnabled>false</bBBIGMemTraceEnabled> <!-- /* d=false */ --> | |
<bBBMicroProfileEnabled>true</bBBMicroProfileEnabled> <!-- /* d=true */ --> | |
<bBBPythonEnabled>true</bBBPythonEnabled> <!-- /* d=true */ --> | |
<BBCompileAssertLevel>4</BBCompileAssertLevel> | |
<bBBExperimentalFeaturesEnabled>true</bBBExperimentalFeaturesEnabled> <!-- /* d=false */ --> | |
</BebylonBuildConfiguration> |
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