diff --git a/.clangd b/.clangd new file mode 100644 index 000000000000..e10607a4bc4f --- /dev/null +++ b/.clangd @@ -0,0 +1,3 @@ +CompileFlags: + Add: + - "-D__INTELLISENSE__=1" diff --git a/Engine/Extras/LLDBDataFormatters/UEDataFormatters_2ByteChars.py b/Engine/Extras/LLDBDataFormatters/UEDataFormatters_2ByteChars.py index f56f5ea9cac4..ff1c4030b38f 100644 --- a/Engine/Extras/LLDBDataFormatters/UEDataFormatters_2ByteChars.py +++ b/Engine/Extras/LLDBDataFormatters/UEDataFormatters_2ByteChars.py @@ -32,7 +32,7 @@ def UETCharSummaryProvider(valobj,dict): if DataVal == 0: Val = 'NULL' else: - Expr = '(char16_t*)(%s)' % Data + Expr = '(char16_t*)(%s)' % DataVal ValRef = valobj.CreateValueFromExpression('string', Expr) Val = ValRef.GetSummary() elif Type.IsReferenceType(): @@ -47,6 +47,11 @@ def UETCharSummaryProvider(valobj,dict): Expr = '(char16_t*)(%s)' % valobj.GetAddress() ValRef = valobj.CreateValueFromExpression('string', Expr) Val = ValRef.GetSummary() + else: + DataVal = valobj.GetValueAsUnsigned(0) + Expr = '(char16_t)(%s)' % DataVal + ValRef = valobj.CreateValueFromExpression('string', Expr) + Val = ValRef.GetSummary() return Val def UESignedCharSummaryProvider(valobj,dict): diff --git a/Engine/Source/Runtime/ApplicationCore/Private/Linux/LinuxPlatformApplicationMisc.cpp b/Engine/Source/Runtime/ApplicationCore/Private/Linux/LinuxPlatformApplicationMisc.cpp index ca5f4b5fb5ff..a436a624d5b7 100644 --- a/Engine/Source/Runtime/ApplicationCore/Private/Linux/LinuxPlatformApplicationMisc.cpp +++ b/Engine/Source/Runtime/ApplicationCore/Private/Linux/LinuxPlatformApplicationMisc.cpp @@ -299,6 +299,9 @@ bool FLinuxPlatformApplicationMisc::InitSDL() SDL_SetHint(SDL_HINT_MOUSE_RELATIVE_MODE_SHOW_CURSOR, "1"); // When relative mouse mode is acive, don't hide cursor. SDL_SetHint(SDL_HINT_MOUSE_RELATIVE_MODE_WARP, "0"); // Don't warp the cursor to the center in relative mouse mode. + // Unreal does its own dynamic capturing, we don't need SDL to do it. + SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0"); + // If we're rendering offscreen, use the "dummy" SDL video driver if (FParse::Param(FCommandLine::Get(), TEXT("RenderOffScreen")) && !getenv("SDL_VIDEODRIVER")) { diff --git a/Setup.bat b/Setup.bat index 34e1cea1e7d2..16bfbe803ac1 100755 --- a/Setup.bat +++ b/Setup.bat @@ -28,7 +28,7 @@ start /wait Engine\Extras\Redist\en-us\UEPrereqSetup_x64.exe /quiet /norestart rem Register the engine installation... if not exist .\Engine\Binaries\Win64\UnrealVersionSelector-Win64-Shipping.exe goto :no_unreal_version_selector -.\Engine\Binaries\Win64\UnrealVersionSelector-Win64-Shipping.exe /register +.\Engine\Binaries\Win64\UnrealVersionSelector-Win64-Shipping.exe /register /unattended :no_unreal_version_selector rem Done! diff --git a/Setup.sh b/Setup.sh index f91a96aaac6b..12897001c96b 100755 --- a/Setup.sh +++ b/Setup.sh @@ -80,7 +80,7 @@ else echo Register the engine installation... if [ -f Engine/Binaries/Linux/UnrealVersionSelector-Linux-Shipping ]; then pushd Engine/Binaries/Linux > /dev/null - ./UnrealVersionSelector-Linux-Shipping -register > /dev/null & + ./UnrealVersionSelector-Linux-Shipping -register -unattended > /dev/null & popd > /dev/null fi