This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
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 |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
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| |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
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 - |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
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); |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
public override bool Equals(object other) | |
{ | |
bool result; | |
if (!(other is Vector3)) | |
{ | |
result = false; | |
} | |
else | |
{ | |
Vector3 vector = (Vector3)other; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
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++) |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using UnityEditor; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System; | |
using System.Reflection; | |
public class SelectPrefabsOfType : EditorWindow { | |
[MenuItem("Window/Prefab Finder")] |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// 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; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
{ | |
"data": { | |
"playersConnection": { | |
"nodes": [ | |
{ | |
"name": { | |
"familyName": "Matovu", | |
"givenName": "Jason" | |
}, | |
"position": "DEFENSIVE_BACK", |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
{ | |
"data": { | |
"gamesConnection": { | |
"nodes": [ | |
{ | |
"awayTeam": { | |
"name": "Memphis Express" | |
}, | |
"homeTeam": { | |
"name": "Salt Lake Stallions" |