aller hop , faites pas vos timides
Recherche son clan
Ensuite tu va dessus et tu fais "rejoindre"
Have a break, have a tarte au citron
J'en ai pas
http://www.spi0n.com/zapping-web/
12.8 % Non, je n'aime pas le genre
Ok Taggle
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Passe ton chemin
http://m.youtube.com/watch?v=uwn-Tfc4P2Q
j'en ai pas
http://www.sciencesetavenir.fr/sante/20140512.OBS6808/video-le-premier-bras-bionique-commercialise-aux-etats-unis.html
http://www.gentside.com/vpn/meilleur-vpn-gratuit-top-10-des-meilleurs-reseaux-virtuels-prives_art50670.html
http://instagram.com/p/ncTKd3FNAf/
Welcome to the UE4 source code!
This is the source code page for the Unreal Engine on GitHub. With the UE4 source code, you can modify the engine and tools in any way imaginable and share your changes with others!
You can build the editor for Windows and Mac and compile games for Android, iOS, Playstation 4, Xbox One and Linux. Source code for all tools is included as well, such as Unreal Lightmass and Unreal Frontend.
Before continuing, check out this short tutorial video about getting started with the engine code. We also have a programming guide and full API documentation.
We also have a forum section where you can discuss engine source and GitHub. Have fun!! We can't wait to see what you create!!
Source releases
The latest version is 4.1.0. Other releases can be found right here.
You can download the source in .zip format, but in order to contribute to the community you should setup a Git client on your computer. This page will have the info you need.
Remember, you'll need to download dependencies in order to actually build and run the engine. You'll find those on the releases page along with the source!
We're also publishing bleeding edge changes from our engine team! This is the newest code we have, pushed into the master branch on GitHub. You can see live commits from Epic programmers along with integrated code submissions from the community! Of course these commits have not been QA tested yet and may not even compile. We'll also frequently publish preview builds which contain required dependencies you'll need to compile master branch code.
Getting up and running
Here is the fun part! This is a quick start guide to getting up and running with the source. The steps below will take you through cloning your own private fork, then compiling and running the editor yourself on Windows or Mac. Oh, and you might want to watch our short tutorial video first. Okay, here we go!
Download the source and unzip it to a folder, or create a fork and clone the repository. If you clone, don't forget to switch to the correct branch for this release! (The 'master' branch has unstable code, so you will want to make sure to choose a release branch.)
You should now have an UnrealEngine folder on your computer. All of the source and dependencies will go into this folder. The folder name might have a branch suffix (such as UnrealEngine-4.1), but that's totally fine.
Download the required dependencies files for the latest release: Required_1of2.zip, Required_2of2.zip.
Unzip the dependencies into the UnrealEngine folder alongside the source. Be careful to make sure the folders are merged together correctly. On Mac, we recommend Option + dragging the unzipped files into the UnrealEngine folder, then selecting Keep Newer if prompted.
Okay, platform stuff comes next. Depending on whether you are on Windows or Mac, follow one of the sections below:
Windows
Be sure to have Visual Studio 2013 installed. You can use any desktop version of Visual Studio 2013, including the free version: Visual Studio 2013 Express for Windows Desktop
Make sure you have June 2010 DirectX runtime installed. You don't need the SDK, just the runtime.
You'll need project files in order to compile. In the UnrealEngine folder, double-click on GenerateProjectFiles.bat. It should take less than a minute to complete. On Windows 8, a warning from SmartScreen may appear. Click "More info", then "Run anyway" to continue.
Load the project into Visual Studio by double-clicking on the UE4.sln file.
It's time to compile the editor! In Visual Studio, make sure your solution configuration is set to Development Editor, and your solution platform is set to Win64. Right click on the UE4 target and select Build. It will take between 15 and 40 minutes to finish compiling, depending on your system specs.
After compiling finishes, you can load the editor from Visual Studio by setting your startup project to UE4 and pressing F5 to debug.
One last thing. You'll want to setup your Windows shell so that you can interact with .uproject files. Find the file named UnrealVersionSelector-Win64-Shippping.exe in the UnrealEngine/Engine/Binaries/Win64/ folder and run it. Now, you'll be able to double-click .uproject files to load the project, or right click them to quickly update Visual Studio files.
Mac
Be sure to have Xcode 5.1 installed.
You'll need project files in order to compile. In the UnrealEngine folder, double-click on GenerateProjectFiles.command. It should take less than a minute to complete. You can close the Terminal window afterwards. If you downloaded the source in .zip format, you may see a warning about an unidentified developer. This is because because the .zip files on GitHub are not digitally signed. To work around this, right-click on GenerateProjectFiles.command, select Open, then click the Open button if you are sure you want to open it.
Load the project into Xcode by double-clicking on the UE4.xcodeproj file.
It's time to compile the editor! In Xcode, build the UE4Editor - Mac target for My Mac by selecting it in the target drop down in the top left, then using Product -> Build For -> Running. It will take between 15 and 40 minutes, depending on your system specs.
After compiling finishes, you can load the editor from Xcode using the Product -> Run menu command!
More info
Visual Studio 2013 and Xcode 5.1 are the supported and recommended compilers to use.
The first time you start the editor from a fresh source build, you may experience long load times. This only happens on the first run as the engine optimizes content for the platform and fills the derived data cache.
You should probably always work with a versioned release branch. The master branch contains unstable and possibly untested code, but it should be a great reference for new developments, or for spot merging bug fixes. Use it at your own risk.
To build for platforms besides Windows and Mac, please see the Unreal Engine documentation. Android development currently works best from a PC. Conversely, iOS programming requires a Mac. Some platforms may require you to download optional dependencies or install platform development SDKs as well.
Visual Studio 2012 is also supported, but you'll need to make a code change and download the optional dependencies on the releases page. See the Unreal Engine documentation for more details about using older versions of Visual Studio.
Your private forks of the Unreal Engine code are associated with your GitHub account permissions. Just remember that if you unsubscribe or switch GitHub user names, you'll need to re-fork and upload your changes from a local copy.
2 pemt
Pour ma pars c'est : #RipJohnnyHallyday