#plugin-dev — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #plugin-dev, aggregated by home.social.
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#misskeyplugin #plugindev #plugin
Is there seriously no way to pop up a dialogue to take text input?
We haveMk:dialogbut it doesnt seem to be able to take text input -
#misskeyplugin #plugindev #plugin
Is there seriously no way to pop up a dialogue to take text input?
We haveMk:dialogbut it doesnt seem to be able to take text input -
I joined James LePage and Pascal Birchler on the Cosmos by WPLift podcast to dig into how the new WordPress AI Team came together and what we’re building.
We talked about multilingual tools, responsible AI, how this impacts contributors and agencies, and what “AI the WordPress way” really looks like.
Full episode: https://youtu.be/_cFPE0WUaS4?si=DaXeze0PvOZ7L2tE
#WordPress #AI #OpenSource #Multilingual #PluginDev #MCP #Gutenberg #WPAI -
I joined James LePage and Pascal Birchler on the Cosmos by WPLift podcast to dig into how the new WordPress AI Team came together and what we’re building.
We talked about multilingual tools, responsible AI, how this impacts contributors and agencies, and what “AI the WordPress way” really looks like.
Full episode: https://youtu.be/_cFPE0WUaS4?si=DaXeze0PvOZ7L2tE
#WordPress #AI #OpenSource #Multilingual #PluginDev #MCP #Gutenberg #WPAI -
Here we go...
The config ini changes in UE 5.5: Save, Load, Plugin
https://hyaniner.com/en/blog/config-ini-of-ue-5.5-20250218/
#UnrealEngine #GameDev #IndieGameDev #IndieDev #SoloDev #PluginDev
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Here we go...
The config ini changes in UE 5.5: Save, Load, Plugin
https://hyaniner.com/en/blog/config-ini-of-ue-5.5-20250218/
#UnrealEngine #GameDev #IndieGameDev #IndieDev #SoloDev #PluginDev
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I'm writing a post about Config for UE 5.5 on my blog.
My homepage, a pretty homepage
#UnrealEngine #GameDev #IndieGameDev #IndieDev #SoloDev #PluginDev
I didn't know it would take this long, but the more I dug into it, the more it felt like a landmine that I would step on again later, so I couldn't stop debugging. (I confess, I've stepped on it several times so far.)
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I'm writing a post about Config for UE 5.5 on my blog.
My homepage, a pretty homepage
#UnrealEngine #GameDev #IndieGameDev #IndieDev #SoloDev #PluginDev
I didn't know it would take this long, but the more I dug into it, the more it felt like a landmine that I would step on again later, so I couldn't stop debugging. (I confess, I've stepped on it several times so far.)
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Developing the editor plugin with Slate means there is a flooding of string resources inside C++ code. It's hard to stay sane.
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Developing the editor plugin with Slate means there is a flooding of string resources inside C++ code. It's hard to stay sane.
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When I use const_cast in my working project based on the Unreal Engine, I always feel guilty. But in the case of using the UObject, there is a need to do that sometimes.
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When I use const_cast in my working project based on the Unreal Engine, I always feel guilty. But in the case of using the UObject, there is a need to do that sometimes.
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In large-scale refactoring, the experience of suddenly solving problems by simply changing the name - in particular, the experience of solving problems that I had seen but forgotten about, or even problems that I hadn't noticed, all at once - I've experienced it several times so far. Still, it feels amazing every time I experience it.
#GameDev #IndieDev #IndieGameDev #PluginDev #Cpp #Programming #Refactoring
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In large-scale refactoring, the experience of suddenly solving problems by simply changing the name - in particular, the experience of solving problems that I had seen but forgotten about, or even problems that I hadn't noticed, all at once - I've experienced it several times so far. Still, it feels amazing every time I experience it.
#GameDev #IndieDev #IndieGameDev #PluginDev #Cpp #Programming #Refactoring
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The casue of this problem was that I used FSlateBorderBrush where I should use FSlateBrush. I had to use FSlateBrush as strike brush. It seems that I was confused after I saw the usage of the "Old/HyperlinkUnderline.png" as the hyperlink underline brush with the SetHovered(). I thought I had to use the FSlateBorderBrush for the underline and strikethrough. I'm ashamed, but my video card is ok.
#UnreaEngine #GameDev #IndieDev #IndieGameDev #PluginDev #Slate
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The casue of this problem was that I used FSlateBorderBrush where I should use FSlateBrush. I had to use FSlateBrush as strike brush. It seems that I was confused after I saw the usage of the "Old/HyperlinkUnderline.png" as the hyperlink underline brush with the SetHovered(). I thought I had to use the FSlateBorderBrush for the underline and strikethrough. I'm ashamed, but my video card is ok.
#UnreaEngine #GameDev #IndieDev #IndieGameDev #PluginDev #Slate
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I met a very interesting glitch a couple of days ago.
https://github.com/hyaniner/UnrealSTextBlockBrokenWithStrikeBrush
I'm worrying about several scenarios. Physical damage to my graphic card is one of those. But- It's too regular and stable to be considered physical damage.
#UnrealEngine #GameDev #IndieDev #IndieGameDev #PluginDev #Slate
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I met a very interesting glitch a couple of days ago.
https://github.com/hyaniner/UnrealSTextBlockBrokenWithStrikeBrush
I'm worrying about several scenarios. Physical damage to my graphic card is one of those. But- It's too regular and stable to be considered physical damage.
#UnrealEngine #GameDev #IndieDev #IndieGameDev #PluginDev #Slate
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If we think a lot about usability and create it, the structure becomes more flexible. However, this can make it more confusing for people who are seeing it for the first time. In this case, documentation becomes more important.
UToolMenu was like that. And it was very hard to find a document or example about this.
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If we think a lot about usability and create it, the structure becomes more flexible. However, this can make it more confusing for people who are seeing it for the first time. In this case, documentation becomes more important.
UToolMenu was like that. And it was very hard to find a document or example about this.
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In fact, I know how to work with Slate and UMG in c++ at the same time, and I have a little experience with it. But I did not dig down that rabbit hole deep enough, so I'm just staying with Slate out of fear (or laziness). Later, I might regret this later about this.
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In fact, I know how to work with Slate and UMG in c++ at the same time, and I have a little experience with it. But I did not dig down that rabbit hole deep enough, so I'm just staying with Slate out of fear (or laziness). Later, I might regret this later about this.
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Most of what I make tends to be overwhelmed with UI. It's because I want to make something powerful and handy. The destination seems to be getting closer.
As I get closer to my destination, I meet more and more slate elements that need to be implemented.
If I had been more active in using UMG or Blutility from the beginning, I might have been able to work faster.
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Most of what I make tends to be overwhelmed with UI. It's because I want to make something powerful and handy. The destination seems to be getting closer.
As I get closer to my destination, I meet more and more slate elements that need to be implemented.
If I had been more active in using UMG or Blutility from the beginning, I might have been able to work faster.
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🚨 Attention #WordPress developers! Important security updates are coming for plugin & theme authors on WordPress.org?utm_source=mastodon&utm_medium=social&utm_campaign=fedica-courtney-general. Learn more: https://make.wordpress.org/plugins/2024/09/04/upcoming-security-changes-for-plugin-and-theme-authors-on-wordpress-org/?utm_source=mastodon&utm_medium=social&utm_campaign=fedica-courtney-general #PluginDev #ThemeDev
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Auxiliary global nomad tab UI of my plugin.
At now, I'm making a part that saves the search results as FSoftObjectPath, unloads the searched target object, and then checks and loads the package again when needed. That "Validate" button is not easy.
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Auxiliary global nomad tab UI of my plugin.
At now, I'm making a part that saves the search results as FSoftObjectPath, unloads the searched target object, and then checks and loads the package again when needed. That "Validate" button is not easy.
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In my development of the refactoring tool for a graph-based visual script consisting of nodes, pins, and connections, (Yes, it means Blueprint of #UnrealEngine .) mathematical combinatorial explosion is really tough to handle. At first, I was very overwhelmed by it. Now, after a few months, I am starting to see some approaches and workarounds. But it is still a tough topic. At the same time, this challenge is interesting and exciting to me.
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In my development of the refactoring tool for a graph-based visual script consisting of nodes, pins, and connections, (Yes, it means Blueprint of #UnrealEngine .) mathematical combinatorial explosion is really tough to handle. At first, I was very overwhelmed by it. Now, after a few months, I am starting to see some approaches and workarounds. But it is still a tough topic. At the same time, this challenge is interesting and exciting to me.
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My thoughts were not deep. I found a way to escape from the overflow now. It was lucky.
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My thoughts were not deep. I found a way to escape from the overflow now. It was lucky.
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The day has finally come to use this. I wish I could have avoided it.
TBigInt
https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Runtime/Core/Math/TBigInt
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The day has finally come to use this. I wish I could have avoided it.
TBigInt
https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Runtime/Core/Math/TBigInt
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When I apply seemingly simple knowledge in various ways, I sometimes find out that there were actually more things I didn't know about.
It usually come with trial and error, frustration, anger toward oneself, headaches, and physical exhaustion.
Ahhhhhhhh
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When I apply seemingly simple knowledge in various ways, I sometimes find out that there were actually more things I didn't know about.
It usually come with trial and error, frustration, anger toward oneself, headaches, and physical exhaustion.
Ahhhhhhhh
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The more my work of this plugin progressed, the more I began to see why others had not tried to make things like this. At begining, I wondered about it really.
But as difficult as it is right now, I think I'll be happy when it's completed.
I believe that there's a little bit left. (Really?)
#UnrealEngine #ue #ue5 #PluginDev #GameDev #IndieGameDev #IndieDev
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Until recently, I was worried about this. “What if someone else makes this and releases it faster before I can complete it?”
I stopped thinking about it after witnessing the horrible multidimensional world that constructs by tons of overlapped axis of cases, within developing the part of searching for group of interconnected BP nodes from Blueprint asset. I thought this would be easy. oh. How me of past was naive and ignorant!
#UnrealEngine #ue #ue5 #PluginDev #GameDev #IndieGameDev #IndieDev
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Are the events that unfold after these conditions that I am seeing deterministic or not?
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Search algorithms and processes in graph data structures feel tougher and more furious than expected. The combination of duplication is pouring in like a flood.
#UnrealEngine #Blueprint #GameDev #PluginDev #IndieDev #IndieGameDev
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So, I wanted to visualize some worst scenarios about searching nodes
Wow. It's more terrible than I thought.
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I'm working on the depth-first search of the Blueprint graph. For several days, my subconscious had been telling me that something was wrong, through extreme physical discomfort. This morning, I finally found out what I was wrong. In the context of depth-first search, nodes are vertex of course, but also pins are vertex too. Likewise, in addition to the relationships between pins, the relationships between pins and nodes are also edges.