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// Fill out your copyright notice in the Description page of Project Settings. | |
#pragma once | |
#include "CoreMinimal.h" | |
#include "Editor.h" | |
#include "Engine/AssetManager.h" | |
#include "Engine/BlueprintGeneratedClass.h" | |
#include "Engine/World.h" |
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// ========================================================== | |
// MIXBOX 2.0 (c) 2022 Secret Weapons. All rights reserved. | |
// License: Creative Commons Attribution-NonCommercial 4.0 | |
// Authors: Sarka Sochorova and Ondrej Jamriska | |
// ========================================================== | |
// | |
// BASIC USAGE | |
// | |
// float3 rgb = MixboxLerp(rgb1, rgb2, t); | |
// |
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UCLASS() | |
class MY_API UMyUtils : public UBlueprintFunctionLibrary | |
{ | |
GENERATED_BODY() | |
public: | |
UFUNCTION( | |
BlueprintCallable, | |
meta = ( | |
ComponentClass = "/Script/Engine.ActorComponent", |
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// inspired by https://unrealist.org/dev-log-03-statetree-isnt-just-for-ai/ | |
#include "CreateWidgetTask.h" | |
#include "StateTreeExecutionContext.h" | |
#include "Blueprint/UserWidget.h" | |
#include UE_INLINE_GENERATED_CPP_BY_NAME(CreateWidgetTask) | |
TMap<UUserWidget*, FOnStateTreeEvent> UStateTreeWidgetTask::WidgetEventDelegateMap; |
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static const FName PropertyEditor("PropertyEditor"); | |
void FMyGameEditorModule::InitCategories() | |
{ | |
FPropertyEditorModule& PropertyModule = FModuleManager::GetModuleChecked<FPropertyEditorModule>(PropertyEditor); | |
for (const auto* const Class : TObjectRange<UClass>()) | |
{ | |
if (!Class->GetClassPathName().ToString().StartsWith("/Script/MyGame")) { continue; } | |
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" .ideavimrc | |
set noerrorbells visualbell t_vb= " Disable annoying bells. | |
filetype plugin indent on " Enable automatic filetype detection, filetype-specific plugins/indentation | |
set encoding=utf8 " Set encoding to UTF-8 to show glyphs | |
scriptencoding utf8 | |
set nocompatible " Don't need to keep compatibility with Vi | |
set nocp " Don't need to keep compatibility with Vi | |
set hidden " Allow hiding buffers with unsaved changes | |
set listchars=trail:·,precedes:«,extends:»,tab:▸\ " Change the invisible characters, no eol |
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022-03-22 09:53:27.364952-0400 UnrealEditor[90322:4884359] [UE] Ensure condition failed: !UberGraphFramePointerProperty == !UberGraphFunction [File:/Users/timoxley/Projects/libs/UnrealEngine5/Engine/Source/Runtime/Engine/Private/BlueprintGeneratedClass.cpp] [Line: 1357] | |
2022-03-22 09:53:27.365339-0400 UnrealEditor[90322:4884364] [UE] [2022.03.22-13.53.27:364][417]LogOutputDevice: Warning: | |
Script Stack (0 frames): | |
2022-03-22 09:53:27.378940-0400 UnrealEditor[90322:4884364] [UE] [2022.03.22-13.53.27:378][417]LogStats: FPlatformStackWalk::StackWalkAndDump - 0.013 s | |
2022-03-22 09:53:27.379471-0400 UnrealEditor[90322:4884359] [UE] [2022.03.22-13.53.27:379][417]LogOutputDevice: Error: === Handled ensure: === | |
2022-03-22 09:53:27.379828-0400 UnrealEditor[90322:4884359] [UE] [2022.03.22-13.53.27:379][417]LogOutputDevice: Error: | |
2022-03-22 09:53:27.380201-0400 UnrealEditor[90322:4884359] [UE] [2022.03.22-13.53.27:379][417]LogOutputDevice: Error: Ensure condition failed: !UberGraphFramePointerProperty == !UberGraphFu |
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import { PassThrough, Readable, once, TransformOptions } from 'stream' | |
/** | |
* Write to stream. | |
* Block until drained or aborted | |
*/ | |
async function write(stream: PassThrough, data: any, ac: AbortController) { | |
if (stream.write(data)) { return } | |
await once(stream, 'drain', ac) | |
} |
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const assert = require('assert') | |
class Generators { | |
items = new Map() | |
add(id) { | |
const gen = generate(this, id) | |
this.items.set(id, gen) | |
return gen | |
} |
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start() | |
async function start () { | |
const promises = [ | |
new Promise((resolve, reject) => setTimeout(() => reject(0), 1000)), | |
Promise.reject(1), | |
Promise.reject(2) | |
] | |
promises.forEach(p => p.catch(() => {})) // prevent unhandled |
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