#unreaengine — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #unreaengine, aggregated by home.social.
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So unreal is transitioning to Bevy? Haha, that really confused me at first. #gamedev #bevy_engine #unreaEngine
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Very interesting!
UE5-Vite Fork
The aim for this Engine Fork is to offer the most performant Unreal Engine 5 iteration. Offering a base performance upgrade of up to 2.5x+ real game FPS vs 5.7 intended feature set
Hyper performant UE5 Fork with Full-Suite 9th Gen features distinct to Epic's UE5. DDGI, PhysX, RTXDI, Software Occlusion, Tessellation (WIP), SMAA, Clang compliance, improved Tooling and general rendering optimizations
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Finally I decided to learn more about lighting and start adjusting it in the game. Logic has never let me down, I asked Google what are the different types of exposure and light powers, then temperature... I tried it in Unreal Engine. It's unbelievable. Standardization!
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Raw gameplay on iOS
https://www.youtube.com/watch?v=xU20WP7fdTE(I made this game in Unreal Engine, it's not released yet)
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Ofc there will be #cats spread across the game to cheer you on, give love or laugh at you :catblush:
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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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CW: More Unreal salt
Unreal's bug-ridden engine updates make it harder for me to write tutorials.
I have to add warnings like this to tell people how to dodge the new enabled-by-default buggy FBX importer.
But also I have to let them know that this will disable the FAB plugin, which is dependent on this new importer for some reason (???). But it's better to have a working importer than drag-and-drop marketplace assets.
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I never want to update Unreal Engine again. I dread every new release.
Each update brings new half-baked features I don't want, more bugs, and more GB of my drive taken up. Basic tools rotting. More undocumented hoops to jump through.
The most hype thing Epic could announce is halting new features for all of 2025 and I'm not exaggerating.
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🐽JAM ALERT!🐽
Finish Your Game Jam encourages you to pick up that old unfinished game project and make some progress or get it across the finish line! The jam will kick off TOMORROW, Friday November 8th-25th! Register at the link below + join us online or in-person!
https://itch.io/jam/finishyourgamejam2024#gamedev #indiedev #GameJam #PIGSquad #portland #pdx #unity #unity3d #godot #godotengine #UnreaEngine
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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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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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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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Phew, just commited a huge refactor of basically everything. It's not even a big project yet, but it still required a lot of changes to properly integrate replication.
If you want to make a multiplayer game, implement it with that in mind from the very beginning!
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If you want to learn more about the realtime tech: https://www.youtube.com/watch?v=v1HCGLd_IAc
#UnreaEngine #gdc2024 #marvel #marvel1943 -
We got to show our game at the GDC, kudos to all the amazing people who help with that trailer and tech demo.
https://www.youtube.com/watch?v=Lb2wwEx6DVw
#UnreaEngine #gdc2024 #marvel #marvel1943 -
Hey #gamedev, would anybody be interested in an open source social gaming network with support for leaderboards, achievements, challenges, etc? I wrote a leaderboard api with Rails as a preview. Current tests show it can handle around 10k requests/sec in dev mode on a 15 year old laptop. If anyone is interested, what language and tools are you using? #ruby #programming #unity #UnreaEngine #godot
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Philosophy ^ Unreal Engine Structure
although this is an old video, it does a great job of revealing the architecture
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My latest blog post is up! I walk through how I created and adopted my version of the share feature from Wordle to Project24 with some pretty cool tech from Vercel & Railway.
#gamedev #indiedev #indiegames #webdev #UnreaEngine #ue #development #gamedevelopment
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Please don't misunderstand. I couldn't have gotten this far without the great tutorials, documentation, blog and forum posts, and examples. However, compared to other areas, there are not many articles about extending editor functionality, relatively. Someday, I want to write some tutorials and related resources about it.
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I can now use them well, with more clear and more detailed predictions than before.
But the happiest thing is that I found out that FUIAction was actually what I needed most.
I wish I had learned about this in the first place. But the probability of that happening was probably small. There are relatively few resources for editor extensions.
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I became to be familiar with FUIAction today. I had a hard time investigating and understanding with FUICommandList, FUICommandInfo, and the TCommands. However, I was still dissatisfied with my lack of understanding of them, and I was also dissatisfied with the fact that I was not yet familiar with UToolMenu and FToolBarBuilder. So I did many things that need those today. The results are satisfying.
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I've spent almost two weeks now just to get gamepad support for menu navigation into my game. Unreals UMG widgets are still horrible to use with anything but a mouse.
Now I only need to adjust some gameplay settings and then I'll throw it out there. Maybe next week.
#UnreaEngine #UE5 #UMG #UI #GameDev #IndieDev #ScreenshotSaturday
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I thought about it while I was sleeping. I can make a UUserWidget class that can sort, resize columns, and toggle column visibility.
However, I compared the case of the number of people who want the ability to batch-replace blueprint nodes and the amount of joy they will feel when it becomes possible, with the case of UUserWidget with that functionality.
I thought that the case of blueprint node batch replacement would be larger.