This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
import maya.OpenMaya as OpenMaya | |
# Get the selection and create a selection list of all the nodes meshes | |
selection = OpenMaya.MSelectionList() | |
OpenMaya.MGlobal.getActiveSelectionList(selection); | |
# Create an MItSelectionList class to iterate over the selection | |
# Use the MFn class to as a filter to filter node types | |
iter = OpenMaya.MItSelectionList ( selection, OpenMaya.MFn.kGeometric ); |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#include "MyFactory.h" | |
UMyFactory::UMyFactory() | |
{ | |
SupportedClass = UMaterial::StaticClass(); | |
bCreateNew = true; | |
bEditorImport = false; | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// Fill out your copyright notice in the Description page of Project Settings. | |
#include "MyFactory.h" | |
UMyFactory::UMyFactory() | |
{ | |
SupportedClass = UMaterial::StaticClass(); | |
bCreateNew = true; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved. | |
#include "AivMemory.h" | |
#define LOCTEXT_NAMESPACE "FAivMemoryModule" | |
void FAivMemoryModule::StartupModule() | |
{ | |
PossibleCommands.Add("-v"); //it's vector curve | |
PossibleCommands.Add("-f"); //it's float curve |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Text; | |
using System.Threading.Tasks; | |
using System.Net; | |
using System.Net.Sockets; | |
using System.Numerics; | |
namespace WireSharkLesson |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#include "CurveMovement.h" | |
// Sets default values for this component's properties | |
UCurveMovement::UCurveMovement() | |
{ | |
// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features | |
// off to improve performance if you don't need them. | |
PrimaryComponentTick.bCanEverTick = true; | |
ElapsedTime = 0; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#include "AstroPawn.h" | |
#include "Components/InputComponent.h" | |
#include "GameFramework/SpringArmComponent.h" | |
#include "Camera/CameraComponent.h" | |
// Sets default values | |
AAstroPawn::AAstroPawn() | |
{ | |
// Set this pawn to call Tick() every frame. You can turn this off to improve performance if you don't need it. |