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c++ – Using UPawnMovementComponent to control a Pawn with Keyboard sharing code between Pawns

I’ve just started to learn Unreal and reading the tutorial Components and Collisions I have found that they use the UPawnMovementComponent to control their Pawn.

Before reading this tutorial I have added the code to move the Pawn inside its C++ code:

#include "Paddle.h"
#include "Components/BoxComponent.h"
#include "Components/StaticMeshComponent.h"

// Sets default values
APaddle::APaddle()
{
    // Set this pawn to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
    PrimaryActorTick.bCanEverTick = true;

    // Set this pawn to be controlled by the lowest-numbered player
    AutoPossessPlayer = EAutoReceiveInput::Player0;

    VisualComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("VisualComp"));
    RootComponent = VisualComponent;

    // Removed for brevety

    CurrentVelocity.Z = 0.0f;

}

// Called when the game starts or when spawned
void APaddle::BeginPlay()
{
    Super::BeginPlay();
    
}

// Called every frame
void APaddle::Tick(float DeltaTime)
{
    Super::Tick(DeltaTime);

    // Handle movement based on our "MoveZ" axis.
    if (!CurrentVelocity.IsZero())
    {
        const FVector NewLocation = GetActorLocation() + (CurrentVelocity * DeltaTime);
        SetActorLocation(NewLocation);
    }

}

// Called to bind functionality to input
void APaddle::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
    Super::SetupPlayerInputComponent(PlayerInputComponent);

    // Respond every frame to the values of our movement.
    InputComponent->BindAxis(TEXT("MovePaddle"), this, &APaddle::Move_ZAxis);
}

void APaddle::Move_ZAxis(float AxisValue)
{
    CurrentVelocity.Z = FMath::Clamp(AxisValue, -1.0f, 1.0f) * 100.0f;
}

A Tip from that tutorial says:

Pawn Movement Components have some powerful, built-in features to help with common physics functionality, and are a good way to share movement code between many Pawn types. Using Components to separate functionality is a good practice to reduce clutter as your project grows and your Pawns become more complex.

They say that using Pawn Movement Components is a good way to share movement code between many Pawn but they have the same code than me inside their Pawn component:

// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.

#include "CollidingPawn.h"
#include "CollidingPawnMovementComponent.h"
#include "UObject/ConstructorHelpers.h"
#include "Particles/ParticleSystemComponent.h"
#include "Components/SphereComponent.h"
#include "Camera/CameraComponent.h"
#include "GameFramework/SpringArmComponent.h"

// Sets default values
ACollidingPawn::ACollidingPawn()
{
    // Set this pawn to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
    PrimaryActorTick.bCanEverTick = true;

    // Removed for brevety

    // Take control of the default player
    AutoPossessPlayer = EAutoReceiveInput::Player0;

    // Create an instance of our movement component, and tell it to update our root component.
    OurMovementComponent = CreateDefaultSubobject<UCollidingPawnMovementComponent>(TEXT("CustomMovementComponent"));
    OurMovementComponent->UpdatedComponent = RootComponent;
}

// Called when the game starts or when spawned
void ACollidingPawn::BeginPlay()
{
    Super::BeginPlay();

}

// Called every frame
void ACollidingPawn::Tick( float DeltaTime )
{
    Super::Tick( DeltaTime );

}

// Called to bind functionality to input
void ACollidingPawn::SetupPlayerInputComponent(class UInputComponent* InInputComponent)
{
    Super::SetupPlayerInputComponent(InInputComponent);

    InInputComponent->BindAction("ParticleToggle", IE_Pressed, this, &ACollidingPawn::ParticleToggle);

    InInputComponent->BindAxis("MoveForward", this, &ACollidingPawn::MoveForward);
    InInputComponent->BindAxis("MoveRight", this, &ACollidingPawn::MoveRight);
    InInputComponent->BindAxis("Turn", this, &ACollidingPawn::Turn);
}

UPawnMovementComponent* ACollidingPawn::GetMovementComponent() const
{
    return OurMovementComponent;
}

void ACollidingPawn::MoveForward(float AxisValue)
{
    if (OurMovementComponent && (OurMovementComponent->UpdatedComponent == RootComponent))
    {
        OurMovementComponent->AddInputVector(GetActorForwardVector() * AxisValue);
    }
}

void ACollidingPawn::MoveRight(float AxisValue)
{
    if (OurMovementComponent && (OurMovementComponent->UpdatedComponent == RootComponent))
    {
        OurMovementComponent->AddInputVector(GetActorRightVector() * AxisValue);
    }
}

void ACollidingPawn::Turn(float AxisValue)
{
    FRotator NewRotation = GetActorRotation();
    NewRotation.Yaw += AxisValue;
    SetActorRotation(NewRotation);
}

void ACollidingPawn::ParticleToggle()
{
    if (OurParticleSystem && OurParticleSystem->Template)
    {
        OurParticleSystem->ToggleActive();
    }
}

They have the same SetupPlayerInputComponent method and also three methods to move the Pawn inside the Pawn class. I don’t know how they are going to share move code between Pawn if the code is inside each Pawn and how we can separate functionality if all the movement code is inside the Pawns.

How can I use UPawnMovementComponent to control a Pawn with Keyboard sharing that code with other Pawns?

design – Sharing types & endpoints between frontend & backend

design – Sharing types & endpoints between frontend & backend – Software Engineering Stack Exchange

windows 10 – Is there a reason for mapping a network drive that was also being remotely accessed through Network Sharing by the same PC?

Is there a connection/reason for mapping a network drive and Network Sharing that same PC? Both PCs run Windows 10 Pro. Because a PC that has been remotely accessing mine, through Network Sharing and Remote Desktop, has mapped the network drive of my PC also. What would the reason be for this?

sharing – SMB Port 139 not enabled on Mac OS 10.15 Catalina

I’m trying to share a folder on my local network in order to use a scanner that can upload files over SMB protocol towards a Mac Catalina 10.15.

My Mac is on my local network with IP address 192.168.1.54

The scanner is an old scanner, it can’t use the 445 port, but it works perfectly with Windows 10 on port 139.

I’ve tried:

sudo lsof -iTCP -sTCP:LISTEN -n -P | grep :139

It returns nothing, so I think that the 139 port is not listening.

I’ve tried to open a Windows VM on the Mac, and:

telnet 192.168.1.54 445

it connects, but:

telnet 192.168.1.54 139

don’t work.

I’ve tried also the suggestion reported here What causes some Network Drives using SMB no longer connect to macOS Catalina?, but even adding the file /etc/nsmb.conf the port 139 is still not working.

I also made a system reboot, but nothing has changed.

Any idea?

Thanks

Sharing Lightroom images in DNG with ability to undo/redo edits in another application?

I am contracted to receive a bunch of images from a photographer who has made edits to many of the images.
The photographer has exported a sample DNG file with me from Lightroom Classic 10.2 and I was able to open it in Lightroom v4 (2012 version). The image opens in Lightroom 4 with the photographer’s edits applied, and I am able to undo those edits in Lightroom. This is as desired.

If I understand the reference here correctly, it suggests that the photographer’s Lightroom is exporting DNG’s with the original RAW files with edit metadata (XMP) embedded within the DNG also? Is this true?

If I choose to edit the DNG in a non-Adobe application such as Luminar / Dark Table or another (eg https://shotkit.com/best-alternative-to-lightroom/) then i) will the DNG images open as if the photographer had made no edits (ie in RAW original) or would they open with the edits applied?
Are there any applications other than Lightroom in which I can undo/redo Lightroom edits if I already have the DNG?

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