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mklabs / bootstrap-plugins.txt
Created December 2, 2011 11:23
h5bp + twitter bootstrap integration
bootstrap-tooltip.js
bootstrap-popover.js
bootstrap-alert.js
bootstrap-button.js
bootstrap-carousel.js
bootstrap-collapse.js
bootstrap-dropdown.js
bootstrap-modal.js
bootstrap-scrollspy.js
bootstrap-tab.js
@mklabs
mklabs / RPGDamageExecution.cpp
Created March 13, 2022 11:14
Example of Gameplay Effect Execution Calculation with logic to handle health and stamina damage if blocking, and dealing with parry frames which nullifies damage and sends an event to trigger a "parried" ability on source character.
// Copyright 2020 Mickael Daniel.
#include "Abilities/RPGDamageExecution.h"
#include "AbilitySystemBlueprintLibrary.h"
#include "RPGBlueprintLibrary.h"
#include "Abilities/RPGAttributeSet.h"
#include "Characters/RPGCharacterBase.h"
#include "Items/RPGWeaponActor.h"
@mklabs
mklabs / readme.md
Created January 12, 2022 19:53
Custom Actor with Ability System Component (GAS Companion 3.x, replacement for now deprecated GSCActor)

First, you need to convert the project to c++ if not done already by adding a new Actor to your game module.

We'll also use the generated class and replace the content after.

image Example: ComboGraphHost_4_27 will be replaced by your project name

Next, you'll need to slightly edit your Build.cs file for your game module (should be Source/YourProject/YourProject.Build.cs). It was generated by Unreal the first time you added a c++ class to the project.

You need for AMyAbilitySystemActor (see header and source file in this gist) to properly compile to add at the very least "GameplayAbilities" to the PublicDependencyModuleNames and "ModularGASCompanion" to PrivateDependencyModuleNames in your Build.cs file.

@mklabs
mklabs / BaseEditorPerProjectUserSettings.ini
Last active February 22, 2023 09:16
ue4 - Default editor settings override
; Custom default user settings:
[/Script/UnrealEd.EditorStyleSettings]
AssetEditorOpenLocation=MainWindow
[/Script/UnrealEd.EditorLoadingSavingSettings]
LoadLevelAtStartup=LastOpened
[/Script/BlueprintGraph.BlueprintEditorSettings]
SaveOnCompile=SoC_SuccessOnly
@mklabs
mklabs / github-flavored-markdown.md
Created March 1, 2011 09:47
GitHub Flavored Markdown #test #github #markdown

GitHub Flavored Markdown

View the source of this content.

Let's get the whole "linebreak" thing out of the way. The next paragraph contains two phrases separated by a single newline character:

Roses are red Violets are blue

@mklabs
mklabs / index.html
Last active July 30, 2022 12:05
Test Report template for Unreal automation framework, with assets using cdnjs urls so that it can be loaded from local http server (w/o bower_components) or even via file:// protocol
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge" />
<meta name="viewport" content="width=device-width, initial-scale=1.0, minimum-scale=1.0, maximum-scale=1.5">
<title>Automation Test Results</title>
<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/4.7.0/css/font-awesome.min.css" type="text/css" />
@mklabs
mklabs / pre-commit
Created September 28, 2011 01:25
npm test as git/hg hooks
#!/usr/bin/env node
var npm = nrequire('npm');
if (npm) return npm.load(function(e, n) {
this.commands.test(function(e) {
process.exit(e ? 1 : 0);
});
});
@mklabs
mklabs / childprocess-git-test.js
Created April 13, 2011 20:35
use spawn childprocess to perform a git commit
var spawn = require('child_process').spawn,
un = spawn('git', ['config', 'user.name', 'Batman']),
ue = spawn('git', ['config', 'user.email', 'batman@gotham.com']),
g = spawn('git', ['commit', '-am', "Jooooooker"]);
un.stdout.on('data', function (data) {
console.log('un stdout: ' + data);
});
ue.stdout.on('data', function (data) {
From 23d81a547ace5e1672649e6e3eba61ee17ad0c16 Mon Sep 17 00:00:00 2001
From: Mickael Daniel <daniel.mickael@gmail.com>
Date: Sat, 12 Jun 2021 02:22:56 +0200
Subject: [PATCH] feat: slight changes to UGSCUWHud to work with ACharacter and
allow better integrations
---
Source/GSC/Private/UI/GSCUWHud.cpp | 61 +++++++++----------
.../Private/UI/GSCUWHudAttributesDebug.cpp | 12 ++--
.../Actors/Characters/GSCPlayerCharacter.h | 1 +
// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class ARPG : ModuleRules
{
public ARPG(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;