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<?xml version="1.0" encoding="utf-8" ?> | |
<Configuration xmlns="https://www.unrealengine.com/BuildConfiguration"> | |
<BebylonBuildConfiguration> | |
<bBBLivePPEnabled>true</bBBLivePPEnabled> <!-- /* d=false */ --> | |
<bBBIGMemTraceEnabled>false</bBBIGMemTraceEnabled> <!-- /* d=false */ --> | |
<bBBMicroProfileEnabled>true</bBBMicroProfileEnabled> <!-- /* d=true */ --> | |
<bBBPythonEnabled>true</bBBPythonEnabled> <!-- /* d=true */ --> | |
<BBCompileAssertLevel>4</BBCompileAssertLevel> | |
<bBBExperimentalFeaturesEnabled>true</bBBExperimentalFeaturesEnabled> <!-- /* d=false */ --> | |
</BebylonBuildConfiguration> |
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def gen_intellisense_stubs(): | |
import pystubgen | |
import inspect | |
# This only traverses objects defined in the module | |
source = pystubgen.make_source(ue) | |
# Need to manually get freeform functions in module | |
functions_list = [o[1] for o in inspect.getmembers(ue) if inspect.isroutine(o[1])] | |
funcDefs = '\n'.join([pystubgen.make_source(funcObj) for funcObj in functions_list]) |
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From e79d15122ffd2ac59170385afc858e90f9996eed Mon Sep 17 00:00:00 2001 | |
From: ikrima <[email protected]> | |
Date: Thu, 16 Mar 2017 07:03:25 -0700 | |
Subject: [PATCH] Adding selective lightbaking | |
-Mainly just piggybacked off existing functionality using FLightingBuildOptions | |
-Main thing was adding ability to pipe that data struct to the EditorBuildLighting command | |
& augmenting the ShouldOperateOnLevel() call to take into account FLightingBuildOptions | |
--- | |
.../Editor/UnrealEd/Private/EditorBuildUtils.cpp | 49 ++++++++++++++-------- |
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public BBR(TargetInfo Target) | |
{ | |
//Config | |
//BuildConfiguration.RelativeEnginePath = /* ...*/; | |
//Debug | |
//---BuildConfiguration.bOmitPCDebugInfoInDevelopment = true /* d=false */; | |
//BuildConfiguration.bSupportEditAndContinue = false /* d=false */; | |
//BuildConfiguration.bDisableDebugInfoForGeneratedCode = true /* d=true */; | |
//BuildConfiguration.bAllowLTCG = false /* d=false */; |
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Windows Registry Editor Version 5.00 | |
[HKEY_CURRENT_USER\Software\Microsoft\VisualStudio\14.0_Config\Languages\File Extensions\.usf] | |
"HLSLFile"=dword:00000001 | |
@="{B2F072B0-ABC1-11D0-9D62-00C04FD9DFD9}" |
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//Color balls with spherical falloff | |
//Lerp between start to end colors | |
float distToSphere = distance(inPixelWpos, inSphereCenterWpos); | |
float alpha = saturate(distToSphere / sphereRadius); | |
float3 outColor = lerp(StartColor, EndColor, alpha); | |
//Determine falloff power to sphere radius | |
float falloff = saturate(falloffScale * (alpha - 0.5) + 0.5 - falloffBias); |
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Animation Subsystem | |
AnimInstance is the runtime animation class that maintains runtime data & plays shit | |
- This is the parent class of the animation blueprint | |
- Get Bone Transforms from a specific time t: | |
○ Sequence->GetAnimationPose(Output.Pose, Output.Curve, FAnimExtractContext(CurrentTime, Sequence->bEnableRootMotion)); | |
UAnimationAsset is the classes that contain the actual data and also calculates bones & curves | |
- UAnimSequence |
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if (bUseVRPreviewForPlayWorld && GEngine->HMDDevice.IsValid()) | |
{ | |
GEngine->HMDDevice->EnableStereo(true); | |
// minimize the root window to provide max performance for the preview. | |
TSharedPtr<SWindow> RootWindow = FGlobalTabmanager::Get()->GetRootWindow(); | |
if (RootWindow.IsValid()) | |
{ | |
////////////////////////////// | |
//TODO: ikrimae: Pipe disabling this based on a config variable. So far hasn't crashed the editor but need stability testing & also it's a perf hit |
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go to your UE4/Engine/Build/Binaries folder, and run the following: | |
RunUAT BuildCookRun -project="F:\UE4\MyHotProject\MyHotProject.uproject" -windows-noeditor -cook -stage -pak -package -clientconfig=Test |
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// Spherical Gaussian Power Function float pow(float x, float n) | |
{ | |
n = n * 1.4427f + 1.4427f; // 1.4427f --> 1/ln(2) | |
return exp2(x * n - n); | |
} |