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Corresponding shader code for custom expression.
cbuffer View { float4x4 View_TranslatedWorldToClip; float4x4 View_WorldToClip; float4x4 View_TranslatedWorldToView; float4x4 View_ViewToTranslatedWorld; float4x4 View_TranslatedWorldToCameraView; float4x4 View_CameraViewToTranslatedWorld; float4x4 View_ViewToClip; float4x4 View_ViewToClipNoAA; float4x4 View_ClipToView; float4x4 View_ClipToTranslatedWorld; float4x4 View_SVPositionToTranslatedWorld; float4x4 View_ScreenToWorld; float4x4 View_ScreenToTranslatedWorld; float3 View_ViewForward; float PrePadding_View_844; float3 View_ViewUp; float PrePadding_View_860; float3 View_ViewRight; float PrePadding_View_876; float3 View_HMDViewNoRollUp; float PrePadding_View_892; float3 View_HMDViewNoRollRight; float PrePadding_View_908; float4 View_InvDeviceZToWorldZTransform; float4 View_ScreenPositionScaleBias; float3 View_WorldCameraOrigin;... Continue Reading →
Disable to bUseUnityBuild even building to UE4 source-code.
<?xml version="1.0" encoding="utf-8" ?> <Configuration xmlns="https://www.unrealengine.com/BuildConfiguration"> <BuildConfiguration> <bUseUnityBuild>false</bUseUnityBuild> <bUsePCHFiles>false</bUsePCHFiles> </BuildConfiguration> </Configuration> BuildConfiguration Download bUseUnityBuildWhether to unify C++ code into larger files for faster compilation. bForceUnityBuildWhether to force C++ source files to be combined into larger files for faster compilation. bUseAdaptiveUnityBuildUse a heuristic to determine which files are currently being iterated on and exclude them from... Continue Reading →