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#unrealdev — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #unrealdev, aggregated by home.social.

  1. 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! github.com/sbseltzer/VersionMa

    #UnrealEngine #UnrealEngine4 #unrealengine5 #UE4 #UE5 #UnrealDev #GameDev #IndieGameDev

  2. Hey #UnrealEngine code plugin devs, I'm releasing the code I use for my plugins to make #UE4 & #UE5 support a lot easier.

    github.com/sbseltzer/VersionMa

    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

  3. Found this Climate Jam on Itch.io that's organized by IndieCade, Games for our Future, and EarthLab at University of Washington.
    The jam will be hosted online, starting June 15th and continuing for five weeks.
    The theme of the jam is "Change the story”.

    You can find more information on the jam page: itch.io/jam/climate-jam-2024
    #gamejam #gamedev #gaming #greengamedev #climate #climatechange #story #unity3d #unrealdev #itchjam #itch #Summer #holidays

  4. #UnrealTips: Toggle Node Purity! Gets and Casts have both pure and impure forms. Right click the node and you'll see an option for it.

    Stop using IsValid where possible. Convert get nodes to impure get nodes if you need to branch on their validity.

    Need to check if something can be casted as a bool? Or maybe you don't care if the cast fails? Convert it to a pure cast node!

    Performance Note: Impure nodes get re-evaluated for each exec node input pin that depends upon them, so if the outputs of the pure node are relatively expensive (such as casting or non-trivial functions) and getting reused a lot in the same execution chain, consider using a macro to explicitly cache it (I've added an image), or just stick with the impure cast.

    I'm not saying you should always change node purity, but doing so can make your graphs a lot more readable!

    (and don't forget to boost if you want others to see this!)

    #GameDev #UnrealDev #Blueprint #UE #UnrealEngine #UE4 #UE5 #UnrealEngine4 #UnrealEngine5

  5. Today I tried my hand at adding a new #BlueprintAssist feature I've wanted for a while: Move subtrees as group. Damn it is so satisfying to have this working. Maybe it'll end up in the next update?
    #UnrealDev #UnrealEngine #GameDev #UE4 #UE5 #Blueprint #Productivity #UnrealPlugin

  6. Today I tried my hand at adding a new #BlueprintAssist feature I've wanted for a while: Move subtrees as group. Damn it is so satisfying to have this working. Maybe it'll end up in the next update?
    #UnrealDev #UnrealEngine #GameDev #UE4 #UE5 #Blueprint #Productivity #UnrealPlugin

  7. Today I tried my hand at adding a new #BlueprintAssist feature I've wanted for a while: Move subtrees as group. Damn it is so satisfying to have this working. Maybe it'll end up in the next update?
    #UnrealDev #UnrealEngine #GameDev #UE4 #UE5 #Blueprint #Productivity #UnrealPlugin

  8. Today I tried my hand at adding a new #BlueprintAssist feature I've wanted for a while: Move subtrees as group. Damn it is so satisfying to have this working. Maybe it'll end up in the next update?
    #UnrealDev #UnrealEngine #GameDev #UE4 #UE5 #Blueprint #Productivity #UnrealPlugin

  9. Today I tried my hand at adding a new #BlueprintAssist feature I've wanted for a while: Move subtrees as group. Damn it is so satisfying to have this working. Maybe it'll end up in the next update?
    #UnrealDev #UnrealEngine #GameDev #UE4 #UE5 #Blueprint #Productivity #UnrealPlugin

  10. PSA (corrections below): #UnrealEngine users, please know the wonders of TInlineComponentArray and the TInlineAllocator template. Life changing stuff right here. Stop using TArray GetComponents and other small temporary containers on the heap. Please. Put an end to needless memory fragmentation. Be enlightened by the efficiency of stack memory. There's still time for you to see the light. Image text in following posts...
    #GameDev #UnrealDev #UnrealTips #UE4Study #UE5Study #UE4 #UE5 #UE #CPP #Programming

    Don't forget to boost to help a fellow dev!

    Edit: Made a correction to first example - according to my IDE it resolves to a move constructor, not a copy constructor. It's still the worst of these options, but not as egregious as I initially thought.

    Edit 2: Another correction - the inline allocator is not always stack-specific! If declared as a member of something allocated on the heap (such as being a member in a UObject) the inline allocation will be bundled into that heap memory!

  11. Starting to form some cool gameplay strategies. Here I showcase the "Stomach Kick", which adds a huge but short buff to grapple damage. Look at the difference in damage!
    #gamedev #indiegamedev #indiegames #unreal #madeinunreal #unrealdev #beatemup #wrestling #games

  12. Starting to form some cool gameplay strategies. Here I showcase the "Stomach Kick", which adds a huge but short buff to grapple damage. Look at the difference in damage!
    #gamedev #indiegamedev #indiegames #unreal #madeinunreal #unrealdev #beatemup #wrestling #games

  13. Starting to form some cool gameplay strategies. Here I showcase the "Stomach Kick", which adds a huge but short buff to grapple damage. Look at the difference in damage!
    #gamedev #indiegamedev #indiegames #unreal #madeinunreal #unrealdev #beatemup #wrestling #games

  14. Starting to form some cool gameplay strategies. Here I showcase the "Stomach Kick", which adds a huge but short buff to grapple damage. Look at the difference in damage!
    #gamedev #indiegamedev #indiegames #unreal #madeinunreal #unrealdev #beatemup #wrestling #games

  15. Starting to form some cool gameplay strategies. Here I showcase the "Stomach Kick", which adds a huge but short buff to grapple damage. Look at the difference in damage!
    #gamedev #indiegamedev #indiegames #unreal #madeinunreal #unrealdev #beatemup #wrestling #games

  16. The theme for Ludum Dare 52 was just announced, Harvest!

    I'll try to post as many updates here as I can to try and wean myself off of the cursed bird site. I'm planning on using Unreal Engine 5 and making something using Behavior trees and some cool looping/scaling mechanics.

    Good luck to everyone competing in both the Jam and the Compo! And be sure to follow me for more updates!

    #IndieDev #ludumdare #GameDev #GameJam #Harvest #LDjam #ld52 #unreal #unrealdev #unrealengine5