Since unreal engines assets are binary encoded classical text based git diff/merge tools will give up on merge conflicts of unreal assets.
But fear not!
You can setup your git environment to actually be able to diff/merge these .uasset
files by using already built-in functionallity of the unreal editor!
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bool GetActorPosInScreenSpace(const APlayerController* Player, const AActor& Actor, FVector2D& OutScreenPos) | |
{ | |
FVector WorldPosition = Actor->GetActorLocation(); | |
ULocalPlayer* const LP = Player ? Player->GetLocalPlayer() : nullptr; | |
if (LP && LP->ViewportClient) | |
{ | |
// get the projection data | |
FSceneViewProjectionData ProjectionData; | |
if (LP->GetProjectionData(LP->ViewportClient->Viewport, eSSP_FULL, /*out*/ ProjectionData)) | |
{ |
This is a short post that explains how to write a high-performance matrix multiplication program on modern processors. In this tutorial I will use a single core of the Skylake-client CPU with AVX2, but the principles in this post also apply to other processors with different instruction sets (such as AVX512).
Matrix multiplication is a mathematical operation that defines the product of
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for k in `gsettings list-keys org.gnome.desktop.wm.keybindings`; do echo $k = `gsettings get org.gnome.desktop.wm.keybindings $k`; done |