OHL stats & predictions
Tomorrow's Thrilling OHL Canada Ice Hockey Matches
The Ontario Hockey League (OHL) is set to deliver another exhilarating day of ice hockey action tomorrow. Fans across Canada and beyond will be tuning in to witness some of the most exciting young talent in the world compete for glory. With several key matchups on the schedule, there's no shortage of drama and excitement in store. Whether you're a die-hard fan or a casual observer, these games promise to keep you on the edge of your seat.
Canada
OHL
- 00:00 Erie Otters vs Ottawa 67s -Under 1.5 Goals in 1P: 69.50%Odd: Make Bet
- 00:00 Flint Firebirds vs North Bay Battalion -Under 1.5 Goals in 1P: 61.40%Odd: Make Bet
- 00:00 Kitchener Rangers vs Saginaw Spirit -Over 4.5 Goals: 86.40%Odd: Make Bet
- 00:00 London Knights vs Kingston Frontenacs -Under 1.5 Goals in 1P: 56.70%Odd: Make Bet
- 00:05 Oshawa Generals vs Brantford Bulldogs -Over 4.5 Goals: 85.50%Odd: Make Bet
- 00:05 Sarnia Sting vs Mississauga Steelheads -Over 5.5 Goals: 67.60%Odd: Make Bet
- 00:07 Sault Greyhounds vs Guelph Storm -Over 4.5 Goals: 94.30%Odd: Make Bet
- 00:05 Sudbury Wolves vs Barrie Colts -Over 4.5 Goals: 91.70%Odd: Make Bet
Key Matchups to Watch
Tomorrow's schedule is packed with high-stakes games that are sure to captivate audiences. Here are some of the key matchups that every ice hockey enthusiast should keep an eye on:
- London Knights vs. Guelph Storm: This rivalry has been heating up all season, and tomorrow's clash is expected to be one for the ages. Both teams have been in stellar form, making this a must-watch game.
- Owen Sound Attack vs. Windsor Spitfires: With both teams vying for a top spot in the standings, this game is crucial for playoff positioning. The Spitfires' strong defensive play will be tested against the Attack's dynamic offense.
- Erie Otters vs. Saginaw Spirit: Known for their fast-paced and aggressive style of play, both teams will look to dominate the ice and secure a victory that could have significant implications for their season.
Expert Betting Predictions
For those interested in placing bets on tomorrow's games, here are some expert predictions to consider:
- London Knights vs. Guelph Storm: The Knights are favored to win, given their recent performance and home-ice advantage. However, don't count out the Storm, who have shown resilience in close matches.
- Owen Sound Attack vs. Windsor Spitfires: This game is expected to be tightly contested, but the Spitfires have a slight edge due to their solid goaltending.
- Erie Otters vs. Saginaw Spirit: The Otters are predicted to come out on top, leveraging their offensive prowess against the Spirit's defense.
Player Spotlights
Tomorrow's games feature several standout players who could make a significant impact:
- John Doe (London Knights): Known for his exceptional skating ability and scoring touch, Doe is expected to be a key player in the Knights' offensive strategy.
- Jane Smith (Guelph Storm): As one of the league's top defensemen, Smith will be crucial in containing the Knights' forwards and creating opportunities for her team.
- Rick Johnson (Owen Sound Attack): With his leadership skills and experience, Johnson will play a pivotal role in guiding the Attack through a tough matchup against the Spitfires.
Strategic Insights
Analyzing team strategies can provide deeper insights into how tomorrow's games might unfold:
- London Knights' Offensive Strategy: The Knights will likely focus on maintaining puck possession and exploiting gaps in the Storm's defense with quick passes and aggressive forechecking.
- Guelph Storm's Defensive Tactics: Expect the Storm to implement a tight-checking game plan, emphasizing strong defensive positioning and effective penalty killing.
- Owen Sound Attack's Playmaking: The Attack will aim to use their speed and agility to create scoring chances, relying on quick transitions from defense to offense.
- Windsor Spitfires' Counterattacks: The Spitfires will look to capitalize on turnovers with swift counterattacks, using their speedsters to catch opponents off guard.
- Erie Otters' Power Play Efficiency: The Otters will focus on maximizing their power play opportunities, utilizing set plays and precise passing to break through opposing defenses.
- Saginaw Spirit's Physicality: The Spirit will employ a physical style of play, aiming to wear down opponents and control the pace of the game through body checks and aggressive forechecking.
Historical Context
Understanding the historical context of these matchups can add an extra layer of excitement:
- London Knights vs. Guelph Storm Rivalry: This rivalry dates back several years, with both teams having memorable encounters that have contributed to its intensity. Tomorrow's game could be another chapter in this storied rivalry.
- Owen Sound Attack vs. Windsor Spitfires Classic Matchup: These two teams have faced each other numerous times, often resulting in nail-biting finishes. Their history adds an extra layer of anticipation for tomorrow's game.
- Erie Otters vs. Saginaw Spirit Competitive History: Both teams have had fluctuating fortunes over the years, making each matchup unpredictable and thrilling for fans.
Talking Points for Fans
Here are some talking points for fans discussing tomorrow's games:
- How will John Doe perform against Jane Smith in their head-to-head matchup?
- Can the Guelph Storm overcome their recent slump against the London Knights?
- What impact will Rick Johnson have on Owen Sound Attack's performance?
- Will Windsor Spitfires' goaltender rise to the occasion against Owen Sound Attack?
- How will Erie Otters' power play strategy fare against Saginaw Spirit's defensive setup?
- Are there any potential breakout stars among the younger players in these matchups?
In-Depth Game Analysis
Diving deeper into each game provides a clearer picture of what to expect:
London Knights vs. Guelph Storm Analysis
The London Knights enter this matchup with confidence after securing several wins on home ice. Their ability to control tempo and execute precise plays has been a key factor in their success. On the other hand, the Guelph Storm have shown resilience despite recent challenges. Their defensive structure remains solid, and they have several players capable of stepping up when needed. This game could hinge on special teams performance, as both teams have potent power plays but also need to focus on penalty killing.
Owen Sound Attack vs. Windsor Spitfires Analysis
This game is critical for playoff positioning, with both teams eager to gain an advantage. The Owen Sound Attack have been impressive with their offensive depth, while the Windsor Spitfires boast one of the league's top goaltenders. The outcome may depend on which team can capitalize on scoring opportunities while minimizing mistakes that lead to counterattacks. Special teams could also play a decisive role, as both teams have demonstrated effectiveness during power plays and penalty kills throughout the season.
Erie Otters vs. Saginaw Spirit Analysis
The Erie Otters come into this matchup with momentum from recent victories that have boosted team morale. Their balanced attack and strong goaltending make them formidable opponents. The Saginaw Spirit will need to rely on their physicality and experience to disrupt Erie's rhythm and create scoring chances. Defensemen from both sides will be crucial in this contest, as breaking down opposing defenses could lead to pivotal goals that swing momentum in either direction.
Tips for Watching Tomorrow's Games
To enhance your viewing experience of tomorrow's OHL games:
- Tune in early: Arrive at least fifteen minutes before puck drop time to catch pre-game analysis and interviews with players and coaches..Keep track of player statistics: Pay attention to individual performances that could influence game outcomes or future trades/picks.Note special teams performance: Power plays and penalty kills often determine tight games; observe how well each team executes during these situations.
Draconis/UnrealEngine-Online-Tutorials<|file_sep|>/Engine/Plugins/Online/OnlineSubsystemUtils/Source/OnlineSubsystemUtils/Public/Tests/MockOnlineIdentityInterface.h // Copyright Epic Games, Inc. #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "Interfaces/OnlineIdentityInterface.h" #include "MockOnlineIdentityInterface.generated.h" class UMockOnlineSession; class UMockOnlineIdentity; UCLASS() class UMockOnlineIdentityInterface : public IOnlineIdentityInterface { GENERATED_UCLASS_BODY() public: /** Sets this interface as being associated with an online session */ void SetSession(UMockOnlineSession* Session); /** Returns true if this identity interface has an online session associated with it */ bool HasSession() const; /** Returns true if this identity interface has an online session associated with it */ bool HasLocalUser() const; /** Returns true if this identity interface has an online session associated with it */ bool HasCachedUser() const; /** Returns true if this identity interface has an online session associated with it */ bool HasCachedProfile() const; /** Returns true if this identity interface has an online session associated with it */ bool HasValidCachedAuthToken() const; /** Returns true if this identity interface has an online session associated with it */ bool HasValidCachedAuthTokenDeprecated() const; /** Returns true if this identity interface has an online session associated with it */ bool IsSignedIn() const; /** Returns true if this identity interface has an online session associated with it */ bool IsLocalUserValid() const; /** Returns true if this identity interface has an online session associated with it */ bool IsProfileValid() const; /** Returns true if this identity interface has an online session associated with it */ bool IsUsingExternalAuthentication() const; /** Returns true if this identity interface has an online session associated with it */ bool IsSignedInDeprecated() const; /** Returns true if this identity interface has an online session associated with it */ bool IsLocalUserValidDeprecated() const; /** Returns true if this identity interface has an online session associated with it */ bool IsProfileValidDeprecated() const; /** * Gets user information about logged-in user. * * @param LocalUserNum Local user number. * @param Callback Delegate called when request completes. * * @return true if request was successfully dispatched; false otherwise. */ virtual bool GetLoginStatus(int32 LocalUserNum, FOnGetLoginStatusCompleteDelegate Delegate) override; virtual bool GetPlayerNickname(int32 LocalUserNum, FString& PlayerNickname) override; virtual bool GetPlayerNickname(const FUniqueNetId& UniqueId, FString& PlayerNickname) override; virtual bool GetPlayerDisplayName(int32 LocalUserNum, FString& PlayerDisplayName) override; virtual bool GetPlayerDisplayName(const FUniqueNetId& UniqueId, FString& PlayerDisplayName) override; virtual bool GetPlayerName(int32 LocalUserNum, FString& PlayerName) override; virtual bool GetPlayerName(const FUniqueNetId& UniqueId, FString& PlayerName) override; virtual bool GetUserUniqueId(int32 LocalUserNum, FUniqueNetId& UserId) override; virtual bool GetUserUniqueId(const FUniqueNetIdString& UniqueIdString,FUniqueNetId& UserId) override; virtual void CreateUniquePlayerId(FUniqueNetId& NewUniqueId) override; virtual void CreateNewPlayerId(ECreateNewPlayerIdDelegate Delegate) override; virtual void SetPlayerNickname(int32 LocalUserNum,const FString& Nickname) override; virtual void SetPlayerNickname(const FUniqueNetId& UniqueId,const FString& Nickname) override; virtual void SetPlayerDisplayName(int32 LocalUserNum,const FString& DisplayName) override; virtual void SetPlayerDisplayName(const FUniqueNetId& UniqueId,const FString& DisplayName) override; virtual void SetUserName(const FUniqueNetIdString& UserId,const FString& UserName) override; virtual void GetCachedLoginTokens(TArray & OutLoginTokens) override; virtual void InvalidateCachedTokens(bool bRemoveFromCache /*= false*/) override; virtual bool GetLoginTokens(TArray & OutLoginTokens) override; virtual void RefreshOnlineCredentials(EGetTokenRefreshDelegate Delegate = EGetTokenRefreshDelegate()) override; private: UPROPERTY() TWeakObjectPtr Session; }; <|repo_name|>Draconis/UnrealEngine-Online-Tutorials<|file_sep|>/Engine/Plugins/Runtime/LeapMotion/Public/LeapMotionComponent.h // Copyright Epic Games #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "Components/ActorComponent.h" #include "LeapMotionTypes.h" #include "LeapMotionComponent.generated.h" class ULeapHandRetargetingComponentBase; /** * Leap Motion component. * * This component should be attached directly or indirectly (through inheritance) * from LeapHandRetargetingComponentBase component. * * This component provides data from Leap Motion device(s). * It allows filtering data by hand ID. * * Leap Motion requires enabling its service first via Edit->Plugins->Runtime->Leap Motion * (it requires restarting UE4 Editor afterwards). * * If you want more control over what data is processed by Leap Motion, * use LeapHandRetargetingComponentBase instead. */ UCLASS(ClassGroup=LeapMotion) class LEAPMOTION_API ULeapMotionComponent : public UActorComponent { GENERATED_BODY() public: UPROPERTY(EditAnywhere) int32 HandIDFilter = LEAPMOTION_HAND_ID_ANY; // filter by hand ID public: #if WITH_EDITORONLY_DATA UPROPERTY() UTexture2D* DebugImageTexture = nullptr; // debug image texture (only used in editor) #endif public: UFUNCTION(BlueprintCallable) void ResetHandPosition(); public: UFUNCTION(BlueprintPure) FVector GetHandPosition(); UFUNCTION(BlueprintPure) FVector GetPalmNormal(); UFUNCTION(BlueprintPure) float GetGrabStrength(); UFUNCTION(BlueprintPure) float GetPinchStrength(); UFUNCTION(BlueprintPure) FVector GetIndexTipPosition(); UFUNCTION(BlueprintPure) FVector GetIndexTipDirection(); UFUNCTION(BlueprintPure) float GetIndexTipDistance(); UFUNCTION(BlueprintPure) FVector GetMiddleTipPosition(); UFUNCTION(BlueprintPure) FVector GetMiddleTipDirection(); UFUNCTION(BlueprintPure) float GetMiddleTipDistance(); UFUNCTION(BlueprintPure) FVector GetRingTipPosition(); UFUNCTION(BlueprintPure) FVector GetRingTipDirection(); UFUNCTION(BlueprintPure) float GetRingTipDistance(); UFUNCTION(BlueprintPure) FVector GetPinkyTipPosition(); UFUNCTION(BlueprintPure) FVector GetPinkyTipDirection(); UFUNCTION(BlueprintPure) float GetPinkyTipDistance(); protected: UPROPERTY() TWeakObjectPtr RetargetingComp = nullptr; // reference public: void OnRetargetingCompInitialized(UObject* Object); protected: #if WITH_EDITORONLY_DATA UPROPERTY() class UTextureRenderTarget2D* DebugImageRenderTarget = nullptr; // debug image render target (only used in editor) private: UPROPERTY() class UMaterialInstanceDynamic* DebugImageMaterialInstanceDynamic = nullptr; // dynamic material instance (only used in editor) private: void UpdateDebugImageTexture(); #endif private: #if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX void OnFrameAvailable(FLeapFrame Frame); #endif public: #if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX void BeginFrameTracking(); void EndFrameTracking(); #endif public: #if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX void StartTrackingHands(bool bUseTouchPlane = false); void StopTrackingHands(); protected: void ProcessHands(FLeapFrame Frame); #endif public: #if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX bool HasTrackingData() const { return bHasTrackingData; } #endif private: #if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX UPROPERTY() class FLeapListener Listener = nullptr; // listener UPROPERTY() class FLeapFrame LastFrame = nullptr; // last frame received from device(s) UPROPERTY() class FLatentHandle LatentHandle = {};// latent handle (only used when tracking hands) UPROPERTY() class FLatentHandle LatentHandleStartTrackingHands = {}; // latent handle (only used when tracking hands) UPROPERTY() class FLatentHandle LatentHandleStopTrackingHands = {}; // latent handle (only used when tracking hands) UPROPERTY() uint64 bHasTrackingData :1 = false; // whether we received at least one frame from device(s) protected: uint64 bHasTrackingDataLatent :1 = false; // whether we are waiting for tracking data via latent function private: void StartTrackingHandsLatent(bool bUseTouchPlane); void StopTrackingHandsLatent(); #endif protected: #if WITH_EDITORONLY_DATA private: FDelegateHandle OnPostEditChangePropertyHandle = FDelegateHandle(); // post edit change property delegate handle protected: void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override; #endif private: #if WITH_EDITORONLY_DATA private: static FName DebugImageTextureName(TEXT("DebugImageTexture")); // debug image texture name static FName DebugImageMaterialInstanceDynamicName(TEXT("DebugImageMaterialInstanceDynamic")); // debug image material instance dynamic name static FName DebugImageRenderTargetName(TEXT("DebugImageRenderTarget")); // debug image render target name #endif public: #if PLATFORM_WINDOWS || PLATFORM_MAC || PLATFORM_LINUX static int32 StaticAddToRoot(UObject* Object); static int32 StaticRemoveFromRoot(UObject* Object); #endif }; <|file_sep|>// Copyright Epic Games Inc. #pragma once #include "CoreMinimal.h" #include "HAL/IConsoleManager.h" #include "Misc/ConfigCacheIni.h" DECLARE_LOG_CATEGORY_EXTERN(LogShaderPlatformQualitySettingsCookerDisplayLogCategory, Log, All); struct FShaderPlatformQualitySettingsCookerDisplayLogItem { TMap & ConfigCacheIniMap; FStringView ConsoleVariableName; int32 DefaultSettingValueInt; int32 SettingValueIntOverride; FShaderPlatformQualitySettingsCookerDisplayLogItem( TMap & InConfigCacheIniMap, FStringView InConsoleVariableName, int32 InDefaultSettingValueInt, int32 InSettingValueIntOverride=FShaderPlatformQualitySettingsCooker