How add two scripts on actor Unreal Engine 4 [closed] - unreal-engine4

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How add two scripts on actor Unreal Engine 4, in Unity this easy, just drag script and drop on panel components, or how do subobject this actor. Sorry for my bad english.
Because when I write a script and make a blueprint based on it, as I understand it, only 1 script is processed, let's say the actor moves, but I also need to make a separate script for interacting with other objects, how to add a second script to the actor I need, in Everything is very simple in Unity, I wrote a script and crawled to the object, there is something that is not clear to me.

I think you can create Actor Component class and then attach it to your actor/pawn/character.

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How would I prevent copying of my itch.io published game? [closed]

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I have recently made a page on itch.io, I am wondering how I would be able to prevent people from copying the files and sending it instead of paying the $20. In other words, I want to make sure that the person who tries to run the launcher / installer has purchased the game from itch.io
What you can do is the same as mojang, create yourgameaccount#gmail.com and yourgameusertag. That way you can prevent maybe. Try to do like minecraft where you require registered account to play the game.

Teleprompter app in Xcode using Swift [closed]

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I have finished an online course in iOS development on Udemy and I'm ready to start developing my first (real) app.
My goal is to make a teleprompter app similar to: https://itunes.apple.com/dk/app/video-teleprompter-lite/id1031079244?mt=8
To start with, I would like to create just the moving text. I have looked at various concepts such as Core Animation, Text View, Segue from one view controller to another etc. But none of them seem to be able to display the moving text in the proper "teleprompter way".
I would really appreciate suggestions as to how to start/which relevant concepts to look at in this context.
Try reading up on UIDynamics, UIPushBehavior.
https://developer.apple.com/reference/uikit/uidynamicanimator

Unity 3d how can I attach weapon to my character [closed]

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I'm a unity3d beginner and I have a problem about attaching a gun to my T-Pose character. Please answer how can I attach the gun to my t-pose character and use the gun in-game with seeing my character's hands.
Depends.
If you're using code, or an engine like UFPS, then you'd attach it with a gameobject.
If you want it to be part of the model/animation, you have to either acquire a model that has that already, or model it yourself.
I'd recommend that you search Google for it though, since it's more likely to have better answers for you.

Can I use Unity to function as a battle server for my game? [closed]

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I want to build a battle server with Unity. However, I'm worried about its efficiency and the way it runs.
Is it cross-platform?
Can it stop using the render thread?
You can run a Unity application in a "headless" mode by specifying the -batchmode command line parameter. As stated in the documentation this will:
Run the game in “headless” mode. The game will not display anything or
accept user input. This is mostly useful for running servers for
networked games.
Cross-platform support should not (necessarily) be an issue, certainly not with the recently introduced networking components.
As for subsequent usefulness or efficiency, the answer is going to be "try and see".

Is there a way to create a series of UIAlertViews that are daisy chained into a decision tree? [closed]

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Is there a way or a model by which I could create a "Choose your own adventure" type app using UIAlertViews?
While this is not a direct answer to the question, what you're going for here is going to provide a less than ideal user experience. Alerts are jarring and not really meant to be a constant UI element but more of an occasional interruption.
That said, if you do want to do something like this, using a block handler pattern rather than a delegate pattern will make the logic of your app much simpler and easier to follow.
For Xcode5/iOS7, I would recommend taking a look at BlocksKit which includes a category on UIAlertView to use completion blocks instead of a delegate.
New in iOS8 is the UIAlertController class which handles this very similarly without a need for an external component. It does require iOS 8 to use though.