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#pragma once | |
#include "CoreMinimal.h" | |
#include "CustomAsset.generated.h" | |
UCLASS(BlueprintType) | |
class CUSTOMASSETEDITORRUNTIME_API UCustomAsset : public UObject { | |
GENERATED_BODY() | |
public: |
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# | |
# Replace vertex group with all vertices in a range | |
# | |
import bpy | |
import bmesh | |
def MakeBoneName(index): | |
if index < 10: | |
return "Bone.00" + str(index) | |
elif index < 100: |
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#include "BpPoseableMeshComponent.h" | |
UBpPoseableMeshComponent::UBpPoseableMeshComponent(const FObjectInitializer& objInitializer) : Super(objInitializer) { | |
} | |
void UBpPoseableMeshComponent::SetBoneLocalTransformByName(const FName& boneName, const FTransform& transform) { | |
if (!GetSkinnedAsset() || !RequiredBones.IsValid()) { | |
return; | |
} |
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#include "TestClasses.h" | |
DEFINE_LOG_CATEGORY_STATIC(TestClassSub, Log, All); | |
void UTestClass::InitDelegates() { | |
_someDelegate1.BindStatic(&UTestClass::SomeStaticDelegateFunction); | |
int hey = 5; | |
_someDelegate2.BindLambda([hey](FString param) { | |
UE_LOG(TestClassSub, Warning, TEXT("Lambda: %s, %d"), *param, hey); |
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#include "SomeObject.h" | |
DEFINE_LOG_CATEGORY_STATIC(SomeObjectSub, Log, All); | |
void USomeObject::HelloFromABlueprint(int someArgument) { | |
UE_LOG(SomeObjectSub, Warning, TEXT("Hello called from a blueprint down to C++! With arguemnt: %d"), someArgument); | |
CallBlueprintFromCpp(someArgument); | |
CallBlueprintNativeEvent(someArgument); | |
} |
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#include "TestPlayerController.h" | |
#include "Components/TransferComponent.h" | |
DEFINE_LOG_CATEGORY_STATIC(TestPlayerControllerSub, Log, All); | |
ATestPlayerController::ATestPlayerController() { | |
_transferComponent = CreateDefaultSubobject<UTransferComponent>(TEXT("TransferComponent")); | |
_transferComponent->SetVerboseLoggingEnabled(true); | |
} |
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/* | |
* Copyright © 2023 kirby561 | |
* | |
* Permission is hereby granted, free of charge, to any person obtaining a copy of this software | |
* and associated documentation files (the “Software”), to deal in the Software without | |
* restriction, including without limitation the rights to use, copy, modify, merge, publish, | |
* distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the | |
* Software is furnished to do so, subject to the following conditions: | |
* | |
* The above copyright notice and this permission notice shall be included in all copies or |