Skip to content

Instantly share code, notes, and snippets.

1>------ Build started: Project: Netherdeep, Configuration: Development_Server x64 ------
1> Parsing headers for NetherdeepServer
1> Code generation finished for NetherdeepServer and took 4,45
1> NetherdeepGameModule.cpp
1> GamePlayerController.cpp
1> NetherdeepBlueprintLibrary.cpp
1> PacketHelper.cpp
1> GameObject.cpp
1> GameMaster.cpp
1> GameUI.cpp
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class Netherdeep : ModuleRules
{
public Netherdeep(TargetInfo Target)
{
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class Netherdeep : ModuleRules
{
public Netherdeep(TargetInfo Target)
{
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "ServerProxy" });
using UnrealBuildTool;
using System.Collections.Generic;
public class NetherdeepServerTarget : TargetRules
{
public NetherdeepServerTarget(TargetInfo Target)
{
Type = TargetType.Server;
}
@pnegri
pnegri / gist:11157386
Created April 21, 2014 21:35
UnrealEngine - Reverse Iterator and Removing Elements
void AGameUI::DrawSystemMessages()
{
int32 anchorY = Canvas->ClipY - 120;
int32 middleScreenX = Canvas->ClipX / 2;
for (auto It = aSystemMessages.CreateConstIterator(); It; ++It) {
int32 sizeH,sizeV;
FFontRenderInfo textRenderInfo;
textRenderInfo.bEnableShadow = true;
Canvas->DrawColor = FLinearColor(0.9f, 0.9f, 0.9f, 1.0f);
//oo FString
std::ostream& operator<<( std::ostream & s, const FString& c )
{
//uint8 *dstBuffer = new uint8[ fstringLength ];
//FString::ToBlob( c, dstBuffer, c.Len());
FTCHARToUTF8 Converter(*c);
uint16 fstringLength = Converter.Length();
s.write( reinterpret_cast<const char*>(&fstringLength), sizeof(fstringLength) );
s.write( reinterpret_cast<const char*>((ANSICHAR*)Converter.Get()), fstringLength );
return s;
,Blueprint_Class
1000,/Game/GO/Barrel_001.Barrel_001_C
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "GameObjectLookup.generated.h"
#pragma once
/** Structure to store the lookup of GameObjects for use in a UDataTable */
USTRUCT(Blueprintable)
struct FGameObjectLookupTableRow : public FTableRowBase
{
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
/*===========================================================================
Boilerplate C++ definitions for a single module.
This is automatically generated by UnrealHeaderTool.
DO NOT modify this manually! Edit the corresponding .h files instead!
===========================================================================*/
#ifndef NETHERDEEP_TemporaryUHTHeader_GameObjectLookup_generated_h
#include "../../../../../Source/Netherdeep/Public/Common/GameObjectLookup.h"
#endif
KernelBase.dll!000007fefe1b3c72() Unknown
UE4Editor-Core.dll!000007fee037f993() Unknown
UE4Editor-CoreUObject.dll!000007fee539e1bb() Unknown
> UE4Editor-Netherdeep.dll!CastChecked<UPackage>(UObject * Src, ECastCheckedType::Type CheckType) Line 30 C++
UE4Editor-Netherdeep.dll!Z_Construct_UPackage_Netherdeep() Line 59 C++
UE4Editor-Netherdeep.dll!FGameObjectLookupTable::StaticStruct() Line 18 C++
UE4Editor-CoreUObject.dll!000007fee54e5c54() Unknown
UE4Editor-CoreUObject.dll!000007fee54d9d0d() Unknown
UE4Editor-CoreUObject.dll!000007fee540757a() Unknown
UE4Editor-Core.dll!000007fee02d2d57() Unknown