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@bw2012
bw2012 / ue4_enable_c++17.txt
Last active April 7, 2024 07:09
How to enable C++17 in UE4 and Visual Studio 2017
Tested with UE 4.21
1. Open your UE4 engine folder [Program files or something else you like]\Epic Games\UE_4.21\Engine\Source\Programs\UnrealBuildTool
2. Open file Epic Games\UE_4.21\Engine\Source\Programs\UnrealBuildTool\Platform\Windows\VCToolChain.cs
3. Find method void AppendCLArguments_CPP(CppCompileEnvironment CompileEnvironment, List<string> Arguments)
4. Add Arguments.Add("/std:c++17"); to begin of method
5. Open Epic Games\UE_4.21\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj in MSVS 2017
6. Rebuild UnrealBuildTool
7. Open your project and rebuild it
8. Enjoy c++17 features
@phi-lira
phi-lira / UniversalPipelineTemplateShader.shader
Last active April 4, 2024 13:42
Template shader to use as guide to create Universal Pipeline ready shaders. This shader works with Universal Render Pipeline 7.1.x and above.
// When creating shaders for Universal Render Pipeline you can you the ShaderGraph which is super AWESOME!
// However, if you want to author shaders in shading language you can use this teamplate as a base.
// Please note, this shader does not necessarily match perfomance of the built-in URP Lit shader.
// This shader works with URP 7.1.x and above
Shader "Universal Render Pipeline/Custom/Physically Based Example"
{
Properties
{
// Specular vs Metallic workflow
[HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0
@lborg019
lborg019 / codevr.Build.cs
Last active November 13, 2020 08:50
Boost library in Unreal
// Fill out your copyright notice in the Description page of Project Settings.
using System;
using System.IO;
using UnrealBuildTool;
public class codevr : ModuleRules
{
public codevr(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
@firatkucuk
firatkucuk / delete-slack-messages.js
Last active April 14, 2024 13:22
Deletes slack public/private channel messages, private chat messages and channel thread replies.
#!/usr/bin/env node
// Channel ID is on the the browser URL.: https://mycompany.slack.com/messages/MYCHANNELID/
// Pass it as a parameter: node ./delete-slack-messages.js CHANNEL_ID
// CONFIGURATION #######################################################################################################
const token = 'SLACK TOKEN';
// Legacy tokens are no more supported.
// Please create an app or use an existing Slack App
@coderespawn
coderespawn / dungeon-architect-ue4-release-notes.md
Last active October 27, 2023 18:20
Dungeon Architect Release Notes [UE4]

CHANGELOG: Dungeon Architect

Version 2.31.1 Release Notes [25-Oct-2023]

  • Critical Fix: Flow Graph samples were crashing the engine due to deployment issues on the previous build (missing Config folder in the plugin directory)
  • New: Grid Flow Transform logic blueprints have the marker transform as input

Version 2.31.0 Release Notes [14-Oct-2023]

@the-nerdery-dot-info
the-nerdery-dot-info / threaded_ue.cpp
Created October 29, 2016 21:42
how to accomplish cpu multithreading in unreal engine
UCLASS(config=Game)
class AMultiThreadingCharacter : public ACharacter
{
GENERATED_BODY()
/** Camera boom positioning the camera behind the character */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class USpringArmComponent* CameraBoom;
/** Follow camera */
@jhaberstro
jhaberstro / hkt.cpp
Last active September 25, 2020 12:28
Functor, Maybe, and Higher-Kinded Types in C++
// Example program
#include <iostream>
#include <string>
#include <vector>
#include <type_traits>
//---------------------
// Maybe and MyVector, two totally unrelated classes whose only commanilty is that they are both type constructors of the same arity (e.g. 1) and order (e.g. 1).
//---------------------
template< typename T >