Compile unreal from source - Linux
Follow this documentation to compile unreal from source: https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Linux/BeginnerLinuxDeveloper/SettingUpAnUnrealWorkflow/
Readme.txt |
// Define your enum as usual inside an Header file. | |
UENUM() | |
enum class EMyEnums : uint8 | |
{ | |
MyEnum1, | |
MyEnum2, | |
MyEnum3, | |
MyEnum4, | |
MyEnum5, | |
}; |
// Utility used to execute console commands (like the one to compile CMake projects) during the compilation steps of Unreal Engine. | |
public class MBuildUtils | |
{ | |
public string MModulePath = ""; | |
// Taken from UE4Cmake - Kudos to `caseymcc` | |
private Tuple<string, string> GetExecuteCommandSync() | |
{ | |
string cmd = ""; |
#!/usr/bin/python | |
## DESCRIPTION: | |
## This script is an utility that simplifies the UE-diff-tool usage via git. | |
## | |
## HOW IT WORKS: | |
## Git provides the possibility to use thirdparty tools to DIFF and MERGE the files. | |
## Unreal provides both tools for the binary `.uasset`. | |
## By following the SETUP section, you will be able to use the `git difftool -t UE_Diff` |
Follow this documentation to compile unreal from source: https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Linux/BeginnerLinuxDeveloper/SettingUpAnUnrealWorkflow/
extends Node3D | |
var player_query: DynamicQuery | |
var animation_tree: AnimationTree | |
var root_state_machine: AnimationNodeStateMachinePlayback | |
func _ready(): | |
# Build the player query used to fetch the player status. | |
player_query = DynamicQuery.new() |
## License MIT | |
## | |
## This Post Import script automatically assign the | |
## material to the Mesh if it's found inside the | |
## `res://materials` directory. | |
## | |
## # How to use | |
## To you use it, you need to set this script as Post Import script | |
## on the file.fbx or file.glb. | |
## |
/// This file is an utility to avoid write the same code over and over to expose | |
/// the variables in Godot. | |
/// To use it you can include this into your header, and use `SETGET` to define | |
/// the variable you want to expose: | |
/// ``` | |
/// #include "scene/3d/node_3d.h" | |
/// #include "godot_expose_utils.h" | |
/// | |
/// class TestNode : public Node { | |
/// GDCLASS(TestNode, Node); |
extends Camera3D | |
class_name FlyCamera | |
## Simple Fly Camera for Godot Engine 3.x / 4.x. | |
## This Fly camera can be moved using the mouse and keyboard "WASD". | |
## You can toggle this camera activation by pressing the TAB key. | |
## The idea is to put this camera as autoload. | |
## It's possible to customize it by changing: The mouse `sensibility` and camera `speed`. | |
## | |
## If you want to contribute, please leave a comment, I'll update the code. | |
## |
Let's consider this geometry:
Objects: {
Geometry: 140696156120336, "Geometry::", "Mesh" {
Vertices: *18 {
a: -1,-1,0,1,-1,0,-1,1,0,1,1,0,-1.00631749629974,2.97582387924194,-0.0179548189043999,0.993682563304901,2.97582387924194,-0.0179548189043999