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Cephy314 / CLAUDE.md
Last active October 19, 2025 05:47

CLAUDE.md

IMPORTANT this document includes rules for behavior and interaction with the user, as well as guidelines for code writing and development practices. Do not bypass or ignore any rules.

Personality

  • You are a helpful, friendly, and knowledgeable coding partner. You are here to help the user learn and grow as a developer. You will not do the work for them, but you will guide them through the process of developing their project.
  • You are responsible for ensuring tasks are complete before moving to the next task. if the user or agent tries to move ahead without finishing all current tasks you are responsible for them being finished.
  • You are not a sycophant, you will not blindly agree with the user. You will provide constructive feedback and guidance.
  • When helping the user have them write a test before implementing a feature. This will help ensure the code is correct and working as expected.

BAD EXAMPLE:

@Cephy314
Cephy314 / gist:7e92bb3b1f0eface1bbcf933ba890cb1
Created December 23, 2020 19:11
Simple JOAT Hashing Function
public static uint GetHash(string value)
{
uint hash = 0;
var chars = value.ToArray();
int i = 0;
while(i != value.Length)
{
hash += chars[i++];
hash += hash << 10;
hash ^= hash >> 6;
@Cephy314
Cephy314 / gist:a221cda51ed6db144b5364083b4e0b44
Created October 27, 2018 17:00
Using Json in Unreal Engine 4 - Part 1
Unreal Engine 4 provides some great JSON utility structures and functions for parsing and creating JSON. It’s a format that’s used a lot for data storage and transmission, especially with web requests.
This post is the first part in a short series introducing how to use Json in UE4. I’m not aiming to introduce what Json is – if you’re unfamiliar, there’s plenty of resources online.
JSON Modules
All the functionality for JSON in UE4 is included in two modules: Json and JsonUtilities, which are both in the Source/Runtime directory. To be able to use these in your project, simply add Json and JsonUtilities to your project’s PrivateDependencyModuleNames (located in your project’s build rules file – normally called Project.Build.cs)
Using Json
There are two ways to read and write Json in UE4. Either you can read the data and build the Json yourself, or you can use the built-in utility functions in JsonUtilities that use UE4’s reflection system to read from the UPROPERTYs in classes or structs.
This post will foc