#ue4 — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #ue4, aggregated by home.social.
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It's not often that I get to just use #UE5Coro as a normal user, without thinking about new features or handling even more corner cases. It's really nice, I feel like "regular" C++ is a lesser language. Last time this happened to me was with #Qt and C++03.
I know that I'm tooting my own horn here, but it's not like I'm doing it for sales; it's free software. I hope it makes your life with #UE5 (or #UE4!) easier if you're into #coroutines (or #i18n 🙃), even if only for editor tooling.
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Big update to my Unreal VersionMacros:
- Prebuild scripts now support fake-macro substitutions for the built-in EngineVersionComparison.h macros
- Macros from EngineVersionComparison.h now have backports for older UE versions (e.g. pre-4.19 and pre-5.6)
https://github.com/sbseltzer/VersionMacros
#UnrealEngine #UE5 #UE4 #GameDev -
Big update to my Unreal VersionMacros:
- Prebuild scripts now support fake-macro substitutions for the built-in EngineVersionComparison.h macros
- Macros from EngineVersionComparison.h now have backports for older UE versions (e.g. pre-4.19 and pre-5.6)
https://github.com/sbseltzer/VersionMacros
#UnrealEngine #UE5 #UE4 #GameDev -
Big update to my Unreal VersionMacros:
- Prebuild scripts now support fake-macro substitutions for the built-in EngineVersionComparison.h macros
- Macros from EngineVersionComparison.h now have backports for older UE versions (e.g. pre-4.19 and pre-5.6)
https://github.com/sbseltzer/VersionMacros
#UnrealEngine #UE5 #UE4 #GameDev -
Big update to my Unreal VersionMacros:
- Prebuild scripts now support fake-macro substitutions for the built-in EngineVersionComparison.h macros
- Macros from EngineVersionComparison.h now have backports for older UE versions (e.g. pre-4.19 and pre-5.6)
https://github.com/sbseltzer/VersionMacros
#UnrealEngine #UE5 #UE4 #GameDev -
Big update to my Unreal VersionMacros:
- Prebuild scripts now support fake-macro substitutions for the built-in EngineVersionComparison.h macros
- Macros from EngineVersionComparison.h now have backports for older UE versions (e.g. pre-4.19 and pre-5.6)
https://github.com/sbseltzer/VersionMacros
#UnrealEngine #UE5 #UE4 #GameDev -
Is there a good article explaining why the screen size / desired on screen dropdown in top-right corner of the UMG designer doesn’t actually show the UI at actual display size?
Say I selected a 1440x900 screen size and my project UI DPI scaling is “scale to fit”, the white box around my full screen UI isn’t actually at 1440x90 but are still at 1920x1080, but the bottom-right corner says “DPI scaling 0.75”, what am I supposed to do with that information?
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Is there a good article explaining why the screen size / desired on screen dropdown in top-right corner of the UMG designer doesn’t actually show the UI at actual display size?
Say I selected a 1440x900 screen size and my project UI DPI scaling is “scale to fit”, the white box around my full screen UI isn’t actually at 1440x90 but are still at 1920x1080, but the bottom-right corner says “DPI scaling 0.75”, what am I supposed to do with that information?
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Is there a good article explaining why the screen size / desired on screen dropdown in top-right corner of the UMG designer doesn’t actually show the UI at actual display size?
Say I selected a 1440x900 screen size and my project UI DPI scaling is “scale to fit”, the white box around my full screen UI isn’t actually at 1440x90 but are still at 1920x1080, but the bottom-right corner says “DPI scaling 0.75”, what am I supposed to do with that information?
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Is there a good article explaining why the screen size / desired on screen dropdown in top-right corner of the UMG designer doesn’t actually show the UI at actual display size?
Say I selected a 1440x900 screen size and my project UI DPI scaling is “scale to fit”, the white box around my full screen UI isn’t actually at 1440x90 but are still at 1920x1080, but the bottom-right corner says “DPI scaling 0.75”, what am I supposed to do with that information?
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Is there a good article explaining why the screen size / desired on screen dropdown in top-right corner of the UMG designer doesn’t actually show the UI at actual display size?
Say I selected a 1440x900 screen size and my project UI DPI scaling is “scale to fit”, the white box around my full screen UI isn’t actually at 1440x90 but are still at 1920x1080, but the bottom-right corner says “DPI scaling 0.75”, what am I supposed to do with that information?
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Some overdue updates for VersionMacros! Improved POSIX shell support and text codec handling.
https://github.com/sbseltzer/VersionMacros
#GameDev #UnrealEngine #UE4 #UE5 #Programming #UnrealDev #cpp -
Some overdue updates for VersionMacros! Improved POSIX shell support and text codec handling.
https://github.com/sbseltzer/VersionMacros
#GameDev #UnrealEngine #UE4 #UE5 #Programming #UnrealDev #cpp -
Some overdue updates for VersionMacros! Improved POSIX shell support and text codec handling.
https://github.com/sbseltzer/VersionMacros
#GameDev #UnrealEngine #UE4 #UE5 #Programming #UnrealDev #cpp -
Some overdue updates for VersionMacros! Improved POSIX shell support and text codec handling.
https://github.com/sbseltzer/VersionMacros
#GameDev #UnrealEngine #UE4 #UE5 #Programming #UnrealDev #cpp -
Some overdue updates for VersionMacros! Improved POSIX shell support and text codec handling.
https://github.com/sbseltzer/VersionMacros
#GameDev #UnrealEngine #UE4 #UE5 #Programming #UnrealDev #cpp -
Updates to Version Macros:
- Version macro naming conventions (as recognized by prebuild scripts) can now be customized in prebuild config!
- TObjectPtr UPROPERTY declarations are now automatically forward/backward converted without any special annotations
https://github.com/sbseltzer/VersionMacros
#GameDev #UnrealEngine #UE5 #UE4 #programming #cpp -
Updates to Version Macros:
- Version macro naming conventions (as recognized by prebuild scripts) can now be customized in prebuild config!
- TObjectPtr UPROPERTY declarations are now automatically forward/backward converted without any special annotations
https://github.com/sbseltzer/VersionMacros
#GameDev #UnrealEngine #UE5 #UE4 #programming #cpp -
Updates to Version Macros:
- Version macro naming conventions (as recognized by prebuild scripts) can now be customized in prebuild config!
- TObjectPtr UPROPERTY declarations are now automatically forward/backward converted without any special annotations
https://github.com/sbseltzer/VersionMacros
#GameDev #UnrealEngine #UE5 #UE4 #programming #cpp -
Updates to Version Macros:
- Version macro naming conventions (as recognized by prebuild scripts) can now be customized in prebuild config!
- TObjectPtr UPROPERTY declarations are now automatically forward/backward converted without any special annotations
https://github.com/sbseltzer/VersionMacros
#GameDev #UnrealEngine #UE5 #UE4 #programming #cpp -
Updates to Version Macros:
- Version macro naming conventions (as recognized by prebuild scripts) can now be customized in prebuild config!
- TObjectPtr UPROPERTY declarations are now automatically forward/backward converted without any special annotations
https://github.com/sbseltzer/VersionMacros
#GameDev #UnrealEngine #UE5 #UE4 #programming #cpp -
Sharing again for other plugin developers who want a robust system for version-gating UE C++ code. Nicer than the built-in macros, works around limitations in UHT, and even comes with a TObjectPtr converter for bridging the UE4 gap!
https://github.com/sbseltzer/VersionMacros
#UnrealEngine #UE5 #UE4 #C++ #GameDev -
Sharing again for other plugin developers who want a robust system for version-gating UE C++ code. Nicer than the built-in macros, works around limitations in UHT, and even comes with a TObjectPtr converter for bridging the UE4 gap!
https://github.com/sbseltzer/VersionMacros
#UnrealEngine #UE5 #UE4 #C++ #GameDev -
Sharing again for other plugin developers who want a robust system for version-gating UE C++ code. Nicer than the built-in macros, works around limitations in UHT, and even comes with a TObjectPtr converter for bridging the UE4 gap!
https://github.com/sbseltzer/VersionMacros
#UnrealEngine #UE5 #UE4 #C++ #GameDev -
Sharing again for other plugin developers who want a robust system for version-gating UE C++ code. Nicer than the built-in macros, works around limitations in UHT, and even comes with a TObjectPtr converter for bridging the UE4 gap!
https://github.com/sbseltzer/VersionMacros
#UnrealEngine #UE5 #UE4 #C++ #GameDev -
Sharing again for other plugin developers who want a robust system for version-gating UE C++ code. Nicer than the built-in macros, works around limitations in UHT, and even comes with a TObjectPtr converter for bridging the UE4 gap!
https://github.com/sbseltzer/VersionMacros
#UnrealEngine #UE5 #UE4 #C++ #GameDev