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@hach-que
hach-que / ApplyCodeFileIds.ps1
Last active June 29, 2024 11:40
A PowerShell script that can insert and sync file IDs into namespacing macros
#
# This script updates plugin code to apply some pre-build transformations.
#
param()
$ErrorActionPreference = "Stop"
$FileNsIdRegex = [regex]"REDPOINT_EOS_FILE_NS_ID\((\s*)([`$A-Za-z0-9_:/]+)(\s*,\s*)([A-Za-z0-9_:]+)(\s*)\)"
$FileNsExportRegex = [regex]"REDPOINT_EOS_FILE_NS_EXPORT\((\s*)([`$A-Za-z0-9_:/]+)(\s*,\s*)([A-Za-z0-9_:]+)(\s*,\s*)([A-Za-z0-9_:]+)(\s*)\)"
$FileNsForwardDeclRegex = [regex]"REDPOINT_EOS_FILE_NS_FORWARD_DECLARE_CLASS\((\s*)([`$A-Za-z0-9_:/]+)(\s*,\s*)([A-Za-z0-9_:]+)(\s*,\s*)([A-Za-z0-9_:]+)(\s*)\)"
@hach-que
hach-que / FormatOpenFilesCommand.cs
Created March 15, 2024 06:21
"Format all open files" for Visual Commander
using EnvDTE;
using EnvDTE80;
public class C : VisualCommanderExt.ICommand
{
public void Run(EnvDTE80.DTE2 DTE, Microsoft.VisualStudio.Shell.Package package)
{
foreach (EnvDTE.Document document in DTE.Documents)
{
document.Activate();
@hach-que
hach-que / Command.vb
Last active January 18, 2024 07:59
"Build startup Unreal Engine project" for Visual Commander
Imports EnvDTE
Imports EnvDTE80
Imports Microsoft.VisualBasic
Public Class C
Implements VisualCommanderExt.ICommand
Sub Run(DTE As EnvDTE80.DTE2, package As Microsoft.VisualStudio.Shell.Package) Implements VisualCommanderExt.ICommand.Run
{
"UETVersion": "BleedingEdge",
"Type": "Engine",
"Distributions": [
{
"Name": "Default",
"Source": {
"Type": "git",
"Repository": "[email protected]:EpicGames/UnrealEngine",
"Ref": "5.2.1-release",
@hach-que
hach-que / .gitlab-ci.yml
Created April 7, 2020 02:29
Building Unreal Engine games on GitLab
variables:
GIT_SUBMODULE_STRATEGY: recursive
master:
stage: build
tags:
- redpoint-games-windows
script:
- .\Build.ps1 -ProjectName "MinuteOfMayhem" -EngineVersion "4.24" -DiscordApplicationId "" -DiscordBotToken "" -DiscordReleaseBranch ""
- Write-Output "Finalising..."
@hach-que
hach-que / ForceRebuildUAT.bat
Last active May 20, 2024 21:10
Scripts to use Gauntlet in Unreal Engine 4 (UE4) - this is for testing a plugin in a host demo project
call "GetMSBuildPath.bat"
cd ../../
%MSBUILD_EXE% /nologo /verbosity:quiet Source\Programs\AutomationTool\Gauntlet\Gauntlet.Automation.csproj /property:Configuration=Development /property:Platform=AnyCPU
@hach-que
hach-que / profiles.json
Last active August 26, 2019 03:54
Windows Terminal profile for ConEmu users
{
"globals" :
{
"alwaysShowTabs" : true,
"defaultProfile" : "{0caa0dad-35be-5f56-a8ff-afceeeaa6101}",
"initialCols" : 200,
"initialRows" : 40,
"keybindings" :
[
{
It captures the UpdateBlockPacket message for the actual 200, 0, 200 block, and detects it's runtime entity ID as 2231:
INFO 2019-07-06 15:38:33,064 [games.redpoint.App.main()][ConditionalCommandNode.java:73] : on success: switching to success node
WARN 2019-07-06 15:38:33,086 [Network Listener - #2][PapyrusBot.java:272] : Found bed, it's runtime entity ID is 2231
DEBUG 2019-07-06 15:38:33,086 [Network Listener - #2][DefaultBatchHandler.java:27] : Unhandled packet for /34.94.110.9:19132: BlockEntityDataPacket(blockPosition=(200, 0, 200), data=TAG_Compound: 6 entries
(
TAG_Byte("color"): 14
TAG_Int("x"): 200
TAG_Int("y"): 0
TAG_Byte("isMovable"): 1
@hach-que
hach-que / BlahEditor.ts
Created June 26, 2018 12:05
React validatable component that strips off props for TypeScript
export const BlahEditor = IsValidatableComponent(class BlahEditor extends React.Component<ValidationProps, {}> {
constructor(props: ValidationProps, context: IContext) {
super(props, context);
this.state = { };
}
render() {
// TODO
}
}
@hach-que
hach-que / GameManager.cpp
Last active February 13, 2019 16:50
Game Manager for UE4 - Split code out from Game Instance
// Copyright Redpoint Games 2018, MIT Licensed.
#include "GameManager.h"
#include "Engine.h"
UGameManager::UGameManager(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}