Dylan Dumesnil
Dylan Dumesnil
I think there are some considerations we need to make for PlayerInfo as it's intended to be a place where a user can share info about themselves with other players...
I like the idea of `[*Auth]` (probably `[MD*Auth]`) and then we add the option for setting a validator function that can alter or reject data.
With #86 this is slightly more possible now that PlayerInfos are owned by the server and the initialization flow helps the client pass data to the server for its own...
There might be value in letting users choose to replicate out all the properties of a given node by giving them a common group. It's definitely something I've wanted before...
Does the Reference Viewer work for asset references? The search tool needs to be changed to properly support multiple extensions per asset type, it's on my backlog to PR that.
I'm not sure there's a way around this since that's built-in behavior
This is something that would need to be handled as an engine change: 
Oh right, Android (like Linux) probably uses .so/.a files. I'm not setup to build Android but here's my thoughts: You'll need to follow [FastNoise2's docs](https://github.com/Auburn/FastNoise2/wiki/1:-Compiling-FastNoise2) to compile for Android. In...
@Ayliroe I made a new branch (https://github.com/DoubleDeez/UnrealFastNoise2/tree/multi-platform-support) with some changes to [FastNoise2.build.cs](https://github.com/DoubleDeez/UnrealFastNoise2/blob/multi-platform-support/Source/ThirdParty/FastNoise2/FastNoise2.build.cs) that will hopefully support Android. Try pulling it, creating an Android folder in `UnrealFastNoise2\Binaries\ThirdParty\FastNoise2` and place `libFastNoise.so` and...
The inline failing is interesting since I only did it that way cause Rider recommended it to me, I'm probably running a newer .net version or something. I'll switch it...