Showing only posts tagged cpp. Show all posts.

UE4: Deprecating Symbols

~ 3 Minute Read.

I find myself googling for how to deprecate UENUM, USTRUCT, UCLASS, UPROPERTY, UFUNCTION in Unreal Engine 4 every now and then. With this blog post I hope to provide a reference for how to do this for each:

UPROPERTY

These are a matter of simply appending _DEPRECATED …

Posted on in misc. Tags: ue4, cpp.

VRIDE

< 1 Minute Read.

For those who follow what I do on twitter, you will have noticed, that I created the magnum-vr-ui quite a while ago. That basically got the Magnum::Ui library into VR with the Oculus Rift—because I had integrated that into Magnum back in 2015—and Leap …

Printf bit me

< 1 Minute Read.

Working on an Unreal Engine 4 project, I had a strage issue with their FString::Printf(format, args...) function (which is basically just calling _vsntprintf).

The final issue was that I was trying to build a SQL query along the lines of INSERT INTO Table(a, b …

Porting Point Light Shadows to WebGL2

~ 1 Minute Read.

I recently ported the “Wonderland Engine”, Vhite Rabbit’s inhouse game engine, to web using web assembly and WebGL with Emscripten.

During this process the point light shadows that we created for VR Toyroom back then didn’t quite make it, they required geometry shaders and rendering …

Building Magnum with Emscripten on Windows

~ 3 Minute Read.

At Vhite Rabbit I’ve been using Magnum to build Emscripten based web projects for quite a while. Since the Oculus Rift constrains me to Windows for development and sometimes things are hard to set up there, I hereby share the way to compile Magnum with Emscripten …

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