Compile unreal from source - Linux
Follow this documentation to compile unreal from source: https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Linux/BeginnerLinuxDeveloper/SettingUpAnUnrealWorkflow/
| Readme.txt |
| // Define your enum as usual inside an Header file. | |
| UENUM() | |
| enum class EMyEnums : uint8 | |
| { | |
| MyEnum1, | |
| MyEnum2, | |
| MyEnum3, | |
| MyEnum4, | |
| MyEnum5, | |
| }; |
| // Utility used to execute console commands (like the one to compile CMake projects) during the compilation steps of Unreal Engine. | |
| public class MBuildUtils | |
| { | |
| public string MModulePath = ""; | |
| // Taken from UE4Cmake - Kudos to `caseymcc` | |
| private Tuple<string, string> GetExecuteCommandSync() | |
| { | |
| string cmd = ""; |
| #!/usr/bin/python | |
| ## DESCRIPTION: | |
| ## This script is an utility that simplifies the UE-diff-tool usage via git. | |
| ## | |
| ## HOW IT WORKS: | |
| ## Git provides the possibility to use thirdparty tools to DIFF and MERGE the files. | |
| ## Unreal provides both tools for the binary `.uasset`. | |
| ## By following the SETUP section, you will be able to use the `git difftool -t UE_Diff` |
Follow this documentation to compile unreal from source: https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Linux/BeginnerLinuxDeveloper/SettingUpAnUnrealWorkflow/
| extends Node3D | |
| var player_query: DynamicQuery | |
| var animation_tree: AnimationTree | |
| var root_state_machine: AnimationNodeStateMachinePlayback | |
| func _ready(): | |
| # Build the player query used to fetch the player status. | |
| player_query = DynamicQuery.new() |
| ## License MIT | |
| ## | |
| ## This Post Import script automatically assign the | |
| ## material to the Mesh if it's found inside the | |
| ## `res://materials` directory. | |
| ## | |
| ## # How to use | |
| ## To you use it, you need to set this script as Post Import script | |
| ## on the file.fbx or file.glb. | |
| ## |
| /// This file is an utility to avoid write the same code over and over to expose | |
| /// the variables in Godot. | |
| /// To use it you can include this into your header, and use `SETGET` to define | |
| /// the variable you want to expose: | |
| /// ``` | |
| /// #include "scene/3d/node_3d.h" | |
| /// #include "godot_expose_utils.h" | |
| /// | |
| /// class TestNode : public Node { | |
| /// GDCLASS(TestNode, Node); |
| extends Camera3D | |
| class_name FlyCamera | |
| ## Simple Fly Camera for Godot Engine 3.x / 4.x. | |
| ## This Fly camera can be moved using the mouse and keyboard "WASD". | |
| ## You can toggle this camera activation by pressing the TAB key. | |
| ## The idea is to put this camera as autoload. | |
| ## It's possible to customize it by changing: The mouse `sensibility` and camera `speed`. | |
| ## | |
| ## If you want to contribute, please leave a comment, I'll update the code. | |
| ## |
Let's consider this geometry:
Objects: {
Geometry: 140696156120336, "Geometry::", "Mesh" {
Vertices: *18 {
a: -1,-1,0,1,-1,0,-1,1,0,1,1,0,-1.00631749629974,2.97582387924194,-0.0179548189043999,0.993682563304901,2.97582387924194,-0.0179548189043999