Adam Rehn
Adam Rehn
And now [Vulkan 1.2 support has been implemented](https://www.phoronix.com/news/Microsoft-Dzn-Vulkan-1.2) as well. Looks like Microsoft is pushing hard on this!
This would certainly be a useful feature to have, but I'm not entirely confident that it would be possible to achieve feature parity across Windows, macOS and Linux. I'll have...
@dskvr apologies for the confusion here, this repository is relatively old and hasn't been updated to reflect subsequent changes to the available infrastructure. At the time of writing, the build...
@dskvr > Is there currently a resource for best practices? Until the example repositories are updated, the best bet for using conan-ue4cli would be to follow along with each of...
The first error was clearly a permissions error regarding your Conan cache directory, as you noted. I can only assume that the permissions error was caused by you building the...
Interesting, I've never actually used `ue4 package` to package a plugin that depends on other plugins and so had never considered the fact that the underlying Unreal AutomationTool `BuildPlugin` script...
@tonymrakovcic in terms of an immediate workaround, the one option that's pretty much guaranteed to work is to copy the other plugins that your plugin depends on into the Unreal...
I've been hesitant to add this functionality to the `ue4 build` command because it's explicitly designed to be a descriptor-scope command rather than an engine-scope command, and because such an...
Just FYI, this command will map to `ue engine build` in [my current proposal for unreal-cli](https://github.com/adamrehn/ue4cli/discussions/26).
Well, that's just plain flying in the face of established conventions. I wonder if that project breaks any of the Unreal Engine's own tooling with that naming scheme. Is UAT...