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LogPlayLevel: Launcher Device ID: Android_ASTC@HT6940200958
LogPlayLevel: PlayLevel: No blueprints needed recompiling
LogCook:Display: Sandbox cleanup took 2.049 seconds
LogCook:Display: String asset reference resolve tried 1 did 0
LogRedirectors:Display: Timer ResolveTimeLoad 0.630877
LogRedirectors:Display: Timer ResolveTimeDelegate 0.000000
LogRedirectors:Display: Timer ResolveTimeTotal 0.634961
LogBlueprintCodeGen:Display: Nativization Summary - AnimBP:
LogBlueprintCodeGen:Display: Name, Children, Non-empty Functions (Empty Functions), Variables, FunctionUsage, VariableUsage
LogBlueprintCodeGen: GenerateStubs - all unconverted bp: 0, generated wrapers: 0
getHomeR :: Handler Html
getHomeR = do
docCount <- runDB $ count ([] :: [Filter Doc])
((_, docWidget), _) <- runFormPost addDocForm
((_, searchWidget), _) <- runFormGet searchForm
let docs = if docCount == 1
then "There is currently 1 document."
else "There are currently " ++ show docCount ++ " documents."
defaultLayout
[whamlet|
So, a rough outline of the problem (NB- I'm using 'Launch' as a scenario here, but a similar set
of issues occur when trying to package):
The Issue
* I create a blank UE4 project
* I add a single C++ class (an AActor subclass, but any C++ game code would work)
* I use the Launch menu to launch to my attached android phone
* I sit around for a while as it does a bunch of building and eventually deploys, success!
- PROBLEMS START HERE -
function factorial(n) {
if(n === 0) {
return 1;
}
return n * factorial(n - 1);
}
function combination_formula(n, r) {
var nfact = factorial(n);
var rfact = factorial(r);
public override bool Equals(object other)
{
bool result;
if (!(other is Vector3))
{
result = false;
}
else
{
Vector3 vector = (Vector3)other;
using UnityEditor;
using UnityEngine.SceneManagement;
public class PropTools {
[MenuItem("Edit/Custom/Save All Prefabs")]
public static void SaveAllRootPrefabs()
{
var roots = SceneManager.GetActiveScene().GetRootGameObjects();
for (var i = 0; i < roots.Length; i++)
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
using System;
using System.Reflection;
public class SelectPrefabsOfType : EditorWindow {
[MenuItem("Window/Prefab Finder")]
// The returned Vector2 is the updated scroll position of the scroll area
// scrollPos is the current scroll position
// objects is the list of prefabs to draw in the palette
// selectionCheck is a lambda to check if a given object is the currently selected one, e.g. (go) => go == _currentSelection
// setSelection is a lambda to set the current selection, e.g. (go) => _currentSelection = go
Vector2 DrawScrollingPalette(Vector2 scrollPos, List<GameObject> objects, Func<GameObject, bool> selectionCheck, Action<GameObject> setSelection)
{
var scope = new EditorGUILayout.ScrollViewScope(scrollPos, false, true, GUILayout.Height(300));
var needsEnd = false;
{
"data": {
"playersConnection": {
"nodes": [
{
"name": {
"familyName": "Matovu",
"givenName": "Jason"
},
"position": "DEFENSIVE_BACK",
{
"data": {
"gamesConnection": {
"nodes": [
{
"awayTeam": {
"name": "Memphis Express"
},
"homeTeam": {
"name": "Salt Lake Stallions"