UEPlasticPlugin | Plastic SCM Plugin for Unreal Engine | Code Editor library

 by   SRombauts C++ Version: 1.8.0 License: No License

kandi X-RAY | UEPlasticPlugin Summary

kandi X-RAY | UEPlasticPlugin Summary

UEPlasticPlugin is a C++ library typically used in Editor, Code Editor applications. UEPlasticPlugin has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

Plastic SCM Plugin for Unreal Engine
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            kandi-support Support

              UEPlasticPlugin has a low active ecosystem.
              It has 132 star(s) with 24 fork(s). There are 21 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 21 open issues and 86 have been closed. On average issues are closed in 609 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of UEPlasticPlugin is 1.8.0

            kandi-Quality Quality

              UEPlasticPlugin has no bugs reported.

            kandi-Security Security

              UEPlasticPlugin has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              UEPlasticPlugin does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              UEPlasticPlugin releases are available to install and integrate.
              Installation instructions, examples and code snippets are available.

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            UEPlasticPlugin Key Features

            No Key Features are available at this moment for UEPlasticPlugin.

            UEPlasticPlugin Examples and Code Snippets

            No Code Snippets are available at this moment for UEPlasticPlugin.

            Community Discussions

            QUESTION

            Regular expression to match strings for syntax highlighter
            Asked 2022-Apr-05 at 10:24

            I'm looking for a regular expression that matches strings for a syntax highlighter used in a code editor. I've found

            ...

            ANSWER

            Answered 2022-Apr-05 at 10:24

            You could use an alternation to match either a backreference to group 1 or assert the end of the string with your current pattern.

            Source https://stackoverflow.com/questions/71749950

            QUESTION

            Build a code editor with syntax highlighter using TextField in Flutter
            Asked 2022-Apr-02 at 16:00

            I am trying to build Code Editor in Flutter app using TextField, I tried using flutter_syntax_view but the problem is, it only accept code as a predefined string text and it does not have any option to write a code.

            This is what I have tried:

            • Used TextField with maxLines 10
            • If we can show number of lines on left like code editor

            Open for suggestions, appreciate the help

            ...

            ANSWER

            Answered 2022-Mar-14 at 04:57

            See my work on github: http://github.com/icedman/flutter_editor

            It uses flutter_highlight, multicursor edits, minimap, line number gutter. Under development - you may want to contribute to that project.

            I also wrote an article on creating an editor under 1000 lines of code in Flutter - wherein i explained why i ditched the textfield and made my own widget:

            https://levelup.gitconnected.com/build-a-text-editor-with-flutter-ui-under-1000-lines-of-code-5a9dd2a053da

            Source https://stackoverflow.com/questions/69113745

            QUESTION

            How Can I View Two html pages on live server in Visual Studio Code?
            Asked 2021-Jun-14 at 08:16

            So I am trying to figure out if there is any way to make a visual studio code live server to display an HTML page I am currently on. What I mean is that when I create an HTML page it displays on the live server but I want to link another HTML page to that page through anchor text but when I go to the new HTML page I am not able to view it on the live server as it still shows the previous HTML page. What I want to do is to be able to have these two pages running so when I click on one on visual studio code it would show that page on live sever and when I click another page and do a bit of editing, save and refresh it should display that new page on live server

            ...

            ANSWER

            Answered 2021-Jun-14 at 05:46

            click on the file and open with live server and then do the same thing for as many HTML files you want to

            Source https://stackoverflow.com/questions/67965138

            QUESTION

            How to change part of a variable/function name in Vim
            Asked 2021-Apr-15 at 10:47

            I usually have variables/function names like:

            ...

            ANSWER

            Answered 2021-Apr-15 at 10:19

            There are definitely fancy plugins for this (smth. about "motion" and "case"). But on most occasions, IMO, one is able to count, e.g. 5s or 8s etc.

            Source https://stackoverflow.com/questions/67106477

            QUESTION

            Adding vscode like code editor to react application
            Asked 2021-Mar-07 at 14:44

            I want to embed a code editor in my react application. The code editor should be like vscode. Some website -(https://play.tailwindcss.com/, https://www.typescriptlang.org/play/) use these vscode type code editors in their webpages. My simple question is how can I embed them and are there any libraries available. I have seen something called ace but that isn't like vscode.

            Thanks :)

            ...

            ANSWER

            Answered 2021-Mar-06 at 14:51

            Later after looking html source I found that its - https://microsoft.github.io/monaco-editor/

            Source https://stackoverflow.com/questions/66504130

            QUESTION

            Use script "code ." in terminal to open PhpStorm
            Asked 2020-Nov-27 at 04:04

            I want to type the script "code ." in terminal in order to open my code editor, PhpStorm. How can I do that?

            ...

            ANSWER

            Answered 2020-Nov-27 at 04:04

            The code command is used to open VS Code specifically. PhpStorm doesn't come with a command-line interface, but you can create one by following this tutorial (you will need the Toolbox app in order to generate a shell script if an alias isn't enough for you): https://www.jetbrains.com/help/phpstorm/working-with-the-ide-features-from-command-line.html

            Source https://stackoverflow.com/questions/65031820

            QUESTION

            What is the best code editor other than VS code?
            Asked 2020-Oct-21 at 19:12
            Info

            I am wondering what the best code editor is. I cannot use VS code, because it crashes every time I user it. I know I can look up this information on Google, but I want to get a realistic answer, not just someone promoting their product.

            Requirements

            Nothing much, all I want to be able to do is code, and maybe have a built in terminal. If there is extensions that I can use for themes, or an extensive choice of themes that would be great.

            Please let me know, and thanks so much for the help, I really appreciate it!

            ...

            ANSWER

            Answered 2020-Oct-21 at 19:12

            It really depends what language you're writing in. Atom is a good choice, which has GitHub integration, and probably has some packages you can install for terminal support of some kind. if you're using Python Atom is definitely a good choice; if you're using Java, Eclipse might better suit your needs. Despite the inevitable promotions from various companies, Google is your friend here (most code editors are free and open source anyway, so a company wouldn't really gain much by promoting their editor).

            Source https://stackoverflow.com/questions/64470112

            QUESTION

            Trying to create a WPF window that behaves like the VS editor window
            Asked 2020-Oct-15 at 16:15

            I've used the CodeBox project from CodeProject and it works very well except for the fact that I can't disable text wrapping. In a normal TextBox, simply setting the TextWrapping property to NoWrap does the trick, but not with CodeBox (which inherits from TextBox in code-behind). I've tried adding a horizontal scrollbar but that doesn't help. The scrollbar is visible and it changes the size of the drag button to show that it sees that the unwrapped text is wider than the viewing area, but since the text has already been wrapped, dragging it doesn't make any difference.

            I've tracked the problem to a line in OnRender:

            "formattedText.MaxTextWidth = this.ViewportWidth; // space for scrollbar"

            I'm fairly new to WPF and there's much to it that is still mysterious to me, so the solution may be obvious to someone with more experience with it.

            I'd appreciate any suggestions. This is the code-behind C#, lengthy, but it has been trimmed down to only enough to show what's going on. The rest (that has been reomved) is just code that does more text-coloring.

            ...

            ANSWER

            Answered 2020-Oct-15 at 16:15

            The fix is to set MaxTextWidth to the width of the line instead of the ViewportWidth property:

            Source https://stackoverflow.com/questions/64341508

            QUESTION

            how can i implement syntax coloring on a jtextpane
            Asked 2020-Sep-25 at 03:53

            I'm making a code editor in java, and I ran into a problem while implementing syntax coluring. I could not find anything on the Internet on how to do it. I only found a 6 year old post that did not work. Can anyone help?

            ...

            ANSWER

            Answered 2020-Sep-25 at 03:53

            first: you need to use a jEditorPane

            Second: Create a highlighter like this(you can change the color of the highligthe):

            Source https://stackoverflow.com/questions/64048848

            QUESTION

            DOMJudge Installation in VMware
            Asked 2020-Sep-22 at 18:24

            Can DOMJudge be installed on VMWare? If so can the DOMServer, Judgehost and Teams, all be created in a single VM instance? What is the complete procedure? This is just to verify before going for AWS. I referred to the documentation but couldn't understand it fully.

            ...

            ANSWER

            Answered 2020-Sep-22 at 18:24

            There are no technical barriers to doing this. However, the teams would need workstations to work on the problems and submit them, so I do not really understand how you'd install the teams in a VMware vm.

            You can add the Judgehost to the same VM but I would not recommend it. Ideally you'd run the Judgehost on the same type of hardware that the teams use to work on the problem set. If not, I'd recommend to run it in a separate VM's, and depending on the size of your contest, to run a few Judgehosts.

            Source https://stackoverflow.com/questions/63287441

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install UEPlasticPlugin

            Why?: Why is it integrated, as opposed to, eg. being shared through the Marketplace?. It helps with discoverability of the plugin, and it is the easiest way to get started with Plastic SCM in Unreal Engine. But it will always be lagging somewhat behind the latest release in Github. Why?: Why would you update to latest version in Github?. If you want the latest features, performance improvements and bug fixes that are missing from Unreal integrated plugin. Why?: Why would you build from sources? It enable you to test features before they are released, debug issues, and contribute. It's required if you have your own fork of Unreal Engine. If your project is already a C++ project, you only have to re-generate Visual Studio project files (step 4 below) and the plugin will get rebuilt the next time you compile your project.
            UE4.24 to 4.27 shipped with an old version 1.4.6 of this plugin
            UE5.0 shipped with the same outdated version 1.4.6, not performing well overall with UE5, especially on OFPA
            UE5.1 shipped with the version 1.6.2 of the plugin with support for the new View Changelists window
            UE5.2 is going to ship with the version 1.8.0 of the plugin with support for the Shelves in the renamed View Changes window
            Download the latest binary release UE5PlasticPlugin-x.x.x.zip targeting your UE5 version (resp UE4).
            Either: Unzip the content of the ZIP directly at the root of your project folder. This creates a "Plugins\UEPlasticPlugin" subdirectory into your project. This is the way to go to use Plastic SCM on a specific project, and to share the plugin with other team members by adding it to source control. Some users reported they also had to remove the integrated plugin from "Engine\Plugins\Developer\PlasticSourceControl" to avoid a collision. This is only needed for some specific use case I have not yet identified (eg. on CI/CD, or on Unix OSes). Unzip the content of the ZIP in the Engine\ directory of UEX.Y directly for all your projects (for instance "C:\Program Files\Epic Games\5.1\Engine") This creates a "UEPlasticPlugin" folder into the "Plugins" subdirectory. Then remove the integrated plugin from "Engine\Plugins\Developer\PlasticSourceControl" to avoid the collision. This is the way to enable Plastic SCM for all Unreal Engine projects on the machine.
            Then, launch your Unreal project, click on the Source Control icon "Connect to Source", select "Plastic SCM".
            You need Visual Studio 2015 or 2017 with C++ language support (free Community Edition is fine).
            Launch the Unreal Engine Editor, create a new C++ Basic Code Project (No Starter Content), for instance UnrealPlasticSCM. This should launch Visual Studio, build the game project, and open it into the Editor.
            Close the Editor, then using the file explorer, create a new Plugins directory at the root of your project.
            Clone the source code of the plugin into this Plugins directory (for instance Plugins\UEPlasticPlugin).
            Right-click on your project's .uproject file, Generate Visual Studio project files.
            In Visual Studio, Reload All and Build Solution in Development Editor mode. That's it, the plugin is built (resulting dlls are located in Plugins\UEPlasticPlugin\Binaries\Win64).
            Start by saving your connection credentials with the Plastic SCM GUI. Launch you Unreal project, look at the Source Control menu at the bottom-right. Launch you Unreal project, click on the Source Control icon "Connect to Source". Then select "Plastic SCM" plugin.
            BinaryPath: Path to the Plastic SCM Command Line tool 'cm' binary. Default is good if the cli is in the PATH. Can be changed to an absolute path to the cm executable if needed.
            UpdateStatusAtStartup: Triggers an asynchronous "Update Status" operation at Editor startup. Can take quite some time on big projects, with no source control status available in the meantime.
            UpdateStatusOtherBranches: Enable Update status to detect more recent changes on other branches in order to display the "Changed In Other Branch" warnings and icon.
            EnableVerboseLogs: Override LogSourceControl default verbosity level to Verbose (except if already set to VeryVerbose).
            Should Delete New Files on Revert (true by default) If enabled, when you revert a file that was added to the project, it will be deleted from disk instead of being left untracked (Private). This is the expected behavior when shelving files and reverting the local changes.
            Enable Uncontrolled Changelists (true by default)
            User Name to Display Name For each entry in this dictionary, the Editor will replace the user name in the key with the display value you specify.
            Hide Email Domain in Username (true by default) This setting toggles the visibility of domain names in user names, if the user name is an email.
            Prompt for Checkout on Change (true by default) Un-checking this setting will make the Editor consider all files as already checked out. In that case, you won't get any notifications when you modify assets, and the "Checkout Assets" dialog won't show when you save those changes. This mimics how Git works, i.e. allowing the user to perform changes without worrying about checking out items. Note: Changelists don't currently support locally changed assets (ie not checked-out)
            Limit Number Of Revisions in History (50 by default) If a non-null value is set, limit the maximum number of revisions requested to Plastic SCM to display in the "History" window. Requires Plastic SCM 11.0.16.7608 that added support for history --limit
            Tools for diffing text Configure the external diff tool needed to compare revisions of assets that are not Blueprints (eg Materials)
            Prompt for Checkout on Asset Modification Trigger a notification "N files need Checkout" with a link to checkout the asset(s) as soon as a change is made to an asset (without even saving it).
            Automatically Checkout on Asset Modification Checkout an asset as soon as a change is made to it (without even saving it). Will not show the "checkout" notification.
            Add New Files when Modified Automatically add "private" assets to source control when saving them.
            Use Global Settings Share the Source Control Settings ini files between all projects.
            The plugin works with the command line interface "cm" that currently requires your credentials to be stored. Use the Plastic SCM or Gluon GUI to enter and save your credentials before enabling Plastic SCM in Unreal. Binary assets should be locked for exclusive access to avoid merge conflicts.

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            https://github.com/SRombauts/UEPlasticPlugin.git

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            gh repo clone SRombauts/UEPlasticPlugin

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            git@github.com:SRombauts/UEPlasticPlugin.git

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