Warren Wang
Warren Wang
Hi, I'm using your source code as is and I've enabled execution permissions on FFMPEG but after I upload it didn't create test.wav. After SSHing into the server, it shows...
Following the same REST API endpoint standard defined in the plugin, I've added the ability to update an existing brand.
- Compiled in UE5.3, if backwards support is needed may need to recompile in older versions of UE before pushing
- Consider renaming SetToggleValueAt to SetToggleParameter to match existing naming convention as SetFloatParameter also uses indexes but is not verbose in the function name 
- Added new class UnrealRemoteAPIRequest for bundling the json format payload for RemoteControlAPI - Removed UDP for ExportAsync main flow function to Unreal - Have not refactored the other two...
在2018.3的環境底下無法正常build iOS了 目前發現兩個更改點: `[[DisplayManager Instance] updateDisplayListInUnity];` 已不存在,依照新版本: `[[DisplayManager Instance] updateDisplayListCacheInUnity];` 另外: `class_replaceMethod([UIScreen class], @selector(nativeScale), UIScreen_NativeScale_IMP, UIScreen_nativeScale_Enc);` 裡面的 `UIScreen_nativeScale_Enc` 已無法使用。
例如: `public static void Init(string gameObject) { #if UNITY_ANDROID _plugin.Call("initPush", gameObject); #elif UNITY_IOS _init(gameObject); #endif }` 要改成: `public static void Init(string gameObject) { #if UNITY_ANDROID && !UNITY_EDITOR _plugin.Call("initPush", gameObject); #elif...
- Added UEFormat as a dependency to parse .uemodel files - Added struct constructors as new requirement for 5.3 with primitive initialization - Updated struct schema to match latest json...