Detect what version of SQL Server Express engine is available before connection?

I would like to detect what version of SQL Server Express engine is available so that I can connect either to the (localdb)\v.11 (SQL Server 2012 per https://docs.microsoft.com/en-us/previous-versions/sql/sql-server-2012/hh510202(v=sql.110)?redirectedfrom=MSDN#Anchor_1) or (localdb)\MSSQLLocalDB (SQL Server 2014 and up per https://docs.microsoft.com/en-us/sql/database-engine/configure-windows/sql-server-express-localdb?view=sql-server-ver15&redirectedfrom=MSDN&viewFallbackFrom=sql-server-2014#Anchor_1) instance name when attempting to attach a file in the connection string using the AttachDBFileName= mechanism.

I would most likely want to do it from Powershell in some manner, but whatever method is reliable, I can use. I do know that sometimes a LocalDB connection can be a bit slow as it attaches the file and starts up on demand, so I have in the past been pretty lenient on the connect timeout for these LocalDB connections compared to the real SQL Server connections, so I would prefer not trying to connect and waiting for timeout, since I think I’ve already got an exaggerated timeout just for normal successful connection.

Unreal Engine 4- Post Processing material isnt working on different viewports except perspective

I would like to render a silhouette of models, I found stencil would be the best way to capture. But when I am working with stencil post-process material its does not work with other viewports except perspective. Post fx material already enabled in the different view modes.

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How to catch the search query when the user comes from a search engine to the web site?

Is it possible to transfer a search query to the url or to catch it somehow in order to show more relevant similar products on the landing page ? For ex.

  • if the search query is "red tiles" we would like to show other variants of red tiles
  • if the search query is "Versace tiles" we would like to show other variants from the same brand

Unreal Engine 4 AI Character Pawn Entirely Unresponsive to Movement Commands

I’m new to game development and to Unreal but I cannot for the life of me get my AI character pawn to move at all using any method I know.

I’m developing a 2d Sidescroller game using a Tilemap. I have made sure collision is set up with the map and tiles, the player character can interact with it all just fine, and I made sure to widen the collision thickness of the map so that the navmesh can properly appear (as seen with the green areas).

Nav Mesh loading. AI spawns in the air and falls down so I know he isn’t overlapping with the ground Nav Mesh loading. AI spawns in the air and falls down so I know he isn't overlapping with the ground

I’ve disabled and enabled collision for the static mesh cube component in the character pawn, but he still doesn’t move. The goal is to get him to follow the player when he sees him. The pawnsensing trigger works just fine, as I had it print whenever he sees him, and he even properly gets to the point of executing the "follow player" function (the print statement works).

However, using AIMoveTo fails every time. I’ve tried putting the player as the target, the player’s worldLocation as a vector, and even an arbitrary point vector to the right of the AI but AIMoveTo fails every time.

I’ve deleted and replaced the NavMesh, and I’ve even tried completely skipping using AIMoveTo and just using Add Movement Input in both the AI Thinking Blueprint and Character Pawn Blueprint but neither make it move. I literally put an Add Movement Input function on the Pawn’s event tick but it never moves.

Any suggestions?

Code: AI Logic event is triggered every tick AI Logic event is triggered every tick

Character Pawn Tick (for debugging). Does not cause the Pawn to move Character Pawn Tick (for debugging). Does not cause the Pawn to move

“Percona-XtraDB-Cluster prohibits use of ALTER command on a table () that resides in non-transactional storage engine”

I installed a Percona XtraDB cluster with pxc_strict_mode set to ENFORCING, and am trying to import databases from non-Galera MariaDB servers. This works fine for some databases, by dumping them via mysqldump --skip-locks -K and importing them via mysql <database> < <dumpfile> (after creating a blank database using CREATE DATABASE). One database however is refused the import:

ERROR 1105 (HY000) at line 40: Percona-XtraDB-Cluster prohibits use of ALTER command on a table (example.example) that resides in non-transactional storage engine (except switching to transactional engine) with pxc_strict_mode = ENFORCING or MASTER 

Most internet threads simply suggest temporarily disabling pxc_strict_mode. Given however that other databases import without any issues, I assume the issue should be resolvable by altering either the the flags appended to mysqldump, or modifying the statements inside the dumpfile. I attempted removing all ALTER statements in the dump, which changes the above error to ...prohibits the use of DML command....

Both, the source MariaDB instance, as well as the new XtraDB Cluster, are configured with the default InnoDB storage engine.

Would appreciate any input.

How does a search engine discover/crawl a website loaded by a DB?

I am creating a new blog website in Django. All the posts and their details are stored inside an SQLite database (one that comes default with Django). Once a post’s URL is requested, the server returns the webpage which contains the post loaded from the database. My question is, since the webpages do not exist until someone types in the URL, how will a search engine such as Google crawl the website and make it show up in the search results if it is relevant to the search? Is it necessary to provide a sitemap for this to happen?

Godot Engine: Why is baking light making my scene darker?

Apparently I don’t understand real time lighting. I have an interior scene with some windows. The light is from an OmniLight near the ceiling, default environmental light from outside, and a desk lamp with emission. Without baking light, the scene looks like this:

enter image description here

Consistent with the documentation for emission, the desk lamp is not affecting the surrounding objects. I want to bake the light to see the lamp’s effect and to support low end hardware.

I followed the baked lightmaps tutorial and set the BakedLightmap’s extents to encompass the entire room. After baking, the scene looks like this:

enter image description here

I can see the lamp’s light, as expected, but now everything is too dark. It is unclear to me from Godot’s documentation if scenes include indirect light without baking. I have tried this with the OmniLight set to bake "all" and only indirect light.

What am I missing here?

GSA Search Engine Ranker FAQ

For a very long time we had an inofficial FAQ thread here started by @Erbsensuppe. Many thanks for that!
I recently extended that and moved it to the official manual as Im currently trying to document everything a bit better.
Anyway that old thread is still there but kind of outdated.
Please head over to the following webpage for:
The latest FAQ on GSA Search Engine Ranker
If you have some generic questions/answers that should go into that new document, let me know here and I add it.