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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 );
#include "MyFactory.h"
UMyFactory::UMyFactory()
{
SupportedClass = UMaterial::StaticClass();
bCreateNew = true;
bEditorImport = false;
}
// Fill out your copyright notice in the Description page of Project Settings.
#include "MyFactory.h"
UMyFactory::UMyFactory()
{
SupportedClass = UMaterial::StaticClass();
bCreateNew = true;
// 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
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
#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;
#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.