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#include "BlueprintScannerBlueprintLibrary.h" | |
#if WITH_EDITOR | |
#include "AssetRegistry/IAssetRegistry.h" | |
#include "K2Node_FunctionEntry.h" | |
#include "K2Node_FunctionResult.h" | |
bool UBlueprintScannerBlueprintLibrary::DoesBlueprintImplementNodes(UBlueprint* Blueprint, const bool bVerbose) | |
{ |
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#include "PlayFromBlueprintLibrary.h" | |
#if WITH_EDITOR | |
#include "LevelEditor.h" | |
void UPlayFromBlueprintLibrary::PlayFrom( | |
FString LevelName, | |
const EPlayNetMode PlayNetMode, | |
const int32 NumberOfClients, |
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// Add module "UnrealEd" to the PublicDependencyModuleNames in your module build rules. | |
// Example how to override map for dedicated servers in play in editor (PIE) mode and reuse the mentioned setting. | |
// Use a custom game instance and override method InitializeForPlayInEditor from UGameInstance. | |
FGameInstancePIEResult UDefaultGameInstance::InitializeForPlayInEditor( | |
int32 PIEInstanceIndex, | |
const FGameInstancePIEParameters& Params) | |
{ | |
FGameInstancePIEParameters NewParams = Params; |
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// Example for registration of a custom console command. | |
// Use a custom game instance and override method Init from UGameInstance. | |
void UCustomGameInstance::Init() | |
{ | |
Super::Init(); | |
// Register a custom command to load a map. | |
if (!IConsoleManager::Get().IsNameRegistered(TEXT("LoadMap"))) | |
{ | |
// Remove existing command. |
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// Example how to travel to server default map during game init. | |
// Use a custom game instance and override method Init from UGameInstance. | |
void UCustomGameInstance::Init() | |
{ | |
Super::Init(); | |
if (IsDedicatedServerInstance()) | |
{ | |
FString ServerDefaultMap; | |
GConfig->GetString( |
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// This example shows how to call a blueprint event / function from c++ in unreal engine 4. | |
// In this example we call a blueprint event named "ServerRequestPossess" (see below). | |
// The current character for instance. | |
// This character must be implemented in blueprint and provides the blueprint event named "ServerRequestPossess". | |
ACharacter* CurrentCharacter = <instance of ACharacter>; | |
// Just an another character. It could by any object. | |
ACharacter* AnotherCharacter = Cast<class ACharacter>(Hit.Actor); |
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const fs = require('fs'); | |
const { promisify } = require('util'); | |
const puppeteer = require('puppeteer'); | |
const looksSame = require('looks-same'); | |
const mkdir = promisify(fs.mkdir); | |
const readdir = promisify(fs.readdir); | |
/** |
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/** | |
* Include the PrivateDependencyModuleNames entry below in your project build target configuration: | |
* // Depend on WebSockets library from UE4 (UE4 WebSockets implementation is built upon the libwebsockets library). | |
* PrivateDependencyModuleNames.AddRange(new string[] { "WebSockets" }); | |
*/ | |
#include "WebSocketsModule.h" | |
#include "IWebSocket.h" | |
{ |
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/** | |
* Include the PrivateDependencyModuleNames entries below in your project build target configuration: | |
* PrivateDependencyModuleNames.AddRange(new string[] { "Json", "JsonUtilities" }); | |
*/ | |
#include "Runtime/Online/HTTP/Public/Http.h" | |
#include "Serialization/JsonSerializer.h" | |
FHttpResponsePtr Response; |
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// PEG.js based parser for excel formula. | |
// Executable on https://pegjs.org/online | |
{ | |
// Implementation of builtin core functionality and some demo stuff. | |
// TODO: Remove demo stuff. | |
const builtinFunctions = { | |
/** | |
* Returns a number (Demo function). | |
* TODO: Remove demo function. |