+++ Updated for UE 5.1 (see bottom)
For autocompletion there are two options:
# train_grpo.py | |
import re | |
import torch | |
from datasets import load_dataset, Dataset | |
from transformers import AutoTokenizer, AutoModelForCausalLM | |
from peft import LoraConfig | |
from trl import GRPOConfig, GRPOTrainer | |
# Load and prep dataset |
#include <assert.h> | |
#include <math.h> | |
#include <stdbool.h> | |
#include <stdint.h> | |
#include <stdio.h> | |
#include <stdlib.h> | |
#include <string.h> | |
#include <time.h> | |
#define GL_GLEXT_PROTOTYPES |
git config --global https.proxy http://127.0.0.1:1080 | |
git config --global https.proxy https://127.0.0.1:1080 | |
git config --global --unset http.proxy | |
git config --global --unset https.proxy | |
npm config delete proxy |
Draw3DAgent->CreateDynMeshElemDelegate.BindLambda( | |
[this](const FSceneView* View, class FPrimitiveDrawInterface* PDI, const FMatrix& LocalToWorld) | |
{ | |
FVector CameraX, CameraY; | |
UDraw3DAgentComponent::GetCameraAxis(View, CameraX, CameraY); | |
FVector Loc = GetActorLocation(); | |
DrawCircle(PDI, Loc, CameraX, CameraY, FLinearColor::Red, 20.f, 16, SDPG_Foreground, 3.f); | |
PDI->DrawLine(Loc, Loc + FVector::ForwardVector * 10.f, FLinearColor::Red, SDPG_Foreground); |
#pragma once | |
#include "Draw3DAgentComponent.generated.h" | |
UENUM(BlueprintType) | |
enum class ESceneDepthPriorityGroupProxy : uint8 | |
{ | |
/** World scene DPG. */ | |
SDPGP_World UMETA(DisplayName="World"), | |
/** Foreground scene DPG. */ | |
SDPGP_Foreground UMETA(DisplayName="Foreground") |
#include "Sandbox.h" | |
#include "Draw3DAgentComponent.h" | |
UDraw3DAgentComponent::UDraw3DAgentComponent(const FObjectInitializer& ObjectInitializer) | |
: Super(ObjectInitializer) | |
{ | |
bHiddenInGame = false; | |
bCastDynamicShadow = false; | |
bDrawOnlyIfSelected = false; |
// Mini memory editor for Dear ImGui (to embed in your game/tools) | |
// Animated GIF: https://twitter.com/ocornut/status/894242704317530112 | |
// THE MEMORY EDITOR CODE HAS MOVED TO GIT: | |
// https://github.com/ocornut/imgui_club/tree/master/imgui_memory_editor | |
// Click "Revisions" on the Gist to see old version. |
#define _WIN32_WINNT 0x0500 | |
#include <windows.h> | |
#include <windowsx.h> | |
#include <GL/gl.h> | |
#include <GL/glu.h> | |
#include <dwmapi.h> | |
#pragma comment (lib, "opengl32.lib") |
# | |
# YCM configuration for Unreal Engine 4 projects | |
# | |
# Parses a generated Visual Studio project file and extracts its | |
# include dirs and symbols to be passed on to ycm/libclang. | |
# | |
# Note: For me this worked only on some files, but crashed ycm on others | |
# (using YCM with libclang-3.9.?, if I remember correctly...). May work | |
# better with newer versions? | |
# |