#ue4 — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #ue4, aggregated by home.social.
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I've finally managed to recreate my #UE4 gameboy color shader in #Godot, to match the one I made for Sea Game (as seen here: https://mattwoelk.ca/blog/seagame).
Is it worth a blog update to go over the details?
#gamedev -
История о том, как я потратил полгода жизни на борьбу с технологиями
Думаю начну с начала. Я занимаюсь разработкой одного артхаузного проекта с названием " Attempt to Survive " и работая над ним , имел одну важную цель. Сделать высокую оптимизацию для работы со многими старыми системами, с устаревшим железом на текущие реалии. При этом имея достойную картинку. Для этого даже сделал небольшую сборку тестового пк с i7 6700k процом, картой gtx950 8 гигами оперы и материнкой с соответстующим сокетом. Многое уже имел от старого железа в коробках, так что собрать сложности не было.
https://habr.com/ru/articles/1054260/
#ue5 #ue4 #unrealengine #unreal_engine_5 #солоразработка #индиразработка #постмортем #gamedev #gamedevelopment #lumen
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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 -
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 -
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 -
Локализация. Поиск строк по всем StringTable'ам в Unreal Engine
В процессе работы над локализацией в Unreal Engine я столкнулся с дублирующимися строками, хаосом в StringTable и отсутствием удобного способа поиска текста по ассетам. В этой статье делюсь решением, которое помогло навести порядок, ускорить работу и снизить количество ошибок — с примерами и собственным плагином.
https://habr.com/ru/articles/920220/
#unrealengine #локализация #плагин #локализация_игр #gamedev #tool #github #ue5 #ue4 #plugin
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Minor update (1.1.0) is live: updated material instance filenames.
Fab link: https://www.fab.com/listings/35db0717-fd1a-4d39-a200-4c73b19f5ae6
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Just added extra formats for the doorbells. Currently supported formats are: .blend, .fbx, .glb, .usdz, .gltf, .obj, .uproject. That should cover most needs for now (but I'm not done with this yet).
Fab link: https://www.fab.com/listings/35db0717-fd1a-4d39-a200-4c73b19f5ae6
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Doorbells Asset Pack – High-Quality Interactive Door bells was just released on Fab!
Fab link: https://www.fab.com/listings/35db0717-fd1a-4d39-a200-4c73b19f5ae6
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That took way more time than anticipated, but pending approval now 😅
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Are there any resources out there on modding Unreal Engine 4 games?
I know it’s relatively easy to decrypt the asset files and stuff, and maybe even to decompile the game, but then how would I get the edited stuff back into the game (and in a distributable way)?
Should I expect the game to be able to load the edited asset file without encryption alongside to the encrypted ones, since I probably wouldn’t be able to encrypt it with the same key as them, or nah?
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Just found this nugget by @hyaniner big kudos!
"How to do localization of plugin in UE "https://hyaniner.com/en/blog/how-to-localize-plugin-in-ue-20240430/
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Backported latest BlueprintAssist from UE 5.5 to UE 4.25 for giggles and shits as a test case for my VersionMacros project. Wasn't too bad. Automatic TObjectPtr conversions save the day! https://github.com/sbseltzer/VersionMacros
#UnrealEngine #UnrealEngine4 #unrealengine5 #UE4 #UE5 #UnrealDev #GameDev #IndieGameDev
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I've made some updates to this https://github.com/sbseltzer/VersionMacros
Now auto-backports TObjectPtr to raw pointers in UE4 builds. Also allows you to define the fake macro replacements in an actual header file instead of the sketchy prebuild configuration.
#UnrealEngine #UnrealEngine4 #UnrealEngine5 #UE4 #UE5 #GameDev #IndieGameDev
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Hey #UnrealEngine code plugin devs, I'm releasing the code I use for my plugins to make #UE4 & #UE5 support a lot easier.
https://github.com/sbseltzer/VersionMacros
Includes better macros for checking engine version and automatic prebuild scripts to work around the preprocessor limitations in UnrealHeaderTool, allowing you to `#if` out blocks of code that contain Unreal "magic macros". This allows you to maintain backwards compatibility without forsaking modern Unreal features. Includes installation instructions and examples of using it.
Feedback is appreciated! I'd also appreciate Linux users to verify it works for them.
#GameDev #UnrealEngine4 #UnrealEngine5 #UnrealDev #IndieGameDev #IndieDev #Programming #CPP
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**EXCIDIO THE KAIJU SIMULATOR**
Bring the cities of the world to their knees as a giant Kaiju. Featuring a fully destructible physics-based sandbox for you to lay waste.Steam page: https://store.steampowered.com/app/1594130/Excidio_The_Kaiju_Simulator/
#3d #destruction #excidio #gamedev #gaming #giantmonsters #indie #indiedev #indiegame #indiegaming #kaiju #monsters #pc #simulator #steam #steamgames #ue4 #unrealengine
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Excidio: The Kaiju Simulator Update 0.7 is out now! Featuring Primatus Rex from Dangerville! https://www.youtube.com/watch?v=ThpjG1-KEGQ
#3d #destruction #excidio #gamedev #gaming #giantmonsters #indie #indiedev #indiegame #indiegaming #kaiju #monsters #pc #simulator #steam #steamgames #ue4 #unrealengine -
Just found this old render from early stages of my work on Low Poly Nature. I totally forgot about it, but I really like how those girolles turned out. Still made in #UE4 (IIRC 4.26).
#unrealengine #ue5 #assetpack #unity #blender #b3d #gameart #lowpoly #gamedev #indiedev #fab #assetstore
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Our Low Poly Nature asset pack was selected by Epic to be Free For The Month 🥳. Can't wait to see what you'll do with it!
UEM Link: https://www.unrealengine.com/marketplace/en-US/product/low-poly-nature-lush-and-diverse-environments
#ue5 #UnrealEngine #ue4 #unrealengine5 #gamedev #indiedev #lowpoly #lowpolyart #lowpolystyle
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Low Poly style candle flames made in Niagara for upcoming Forgotten Graveyards 🪦asset pack for Unreal Engine 5.
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Reminder for #UnrealEngine users: new free for the month #gameassets are available for grabbing.
Link: https://www.unrealengine.com/marketplace/en-US/assets?tag=4910