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#unrealengine4 — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #unrealengine4, aggregated by home.social.

  1. 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?

    #GameModding #UnrealEngine #UE4 #UnrealEngine4 #Gamedev

  2. 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?

    #GameModding #UnrealEngine #UE4 #UnrealEngine4 #Gamedev

  3. 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?

    #GameModding #UnrealEngine #UE4 #UnrealEngine4 #Gamedev

  4. 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?

    #GameModding #UnrealEngine #UE4 #UnrealEngine4 #Gamedev

  5. 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?

    #GameModding #UnrealEngine #UE4 #UnrealEngine4 #Gamedev

  6. 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

  7. 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

  8. 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

  9. 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

  10. 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

  11. I've made some updates to this github.com/sbseltzer/VersionMa

    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

  12. I've made some updates to this github.com/sbseltzer/VersionMa

    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

  13. I've made some updates to this github.com/sbseltzer/VersionMa

    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

  14. I've made some updates to this github.com/sbseltzer/VersionMa

    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

  15. I've made some updates to this github.com/sbseltzer/VersionMa

    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

  16. 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

  17. 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

  18. 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

  19. 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

  20. 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

  21. Mechwarrior: Kampfkolosse des 31. Jahrhunderts - von Timeras

    Wenn ihr auf Action, Explosionen, tonnenschwere Kampf“roboter“ und eine offene Spielwelt steht, in der ihr entscheidet, wohin die Reise geht, dann seid ihr bei Mechwarrior genau richtig.

    https://www.videospielgeschichten.de/mechwarrior-kampfkolosse-des-31-jahrhunderts/

    #BattleTech #Mechwarrior #Mercenaries #PiranhaGames #Simulation #UnrealEngine4

  22. Mechwarrior: Kampfkolosse des 31. Jahrhunderts - von Timeras

    Wenn ihr auf Action, Explosionen, tonnenschwere Kampf“roboter“ und eine offene Spielwelt steht, in der ihr entscheidet, wohin die Reise geht, dann seid ihr bei Mechwarrior genau richtig.

    https://www.videospielgeschichten.de/mechwarrior-kampfkolosse-des-31-jahrhunderts/

    #BattleTech #Mechwarrior #Mercenaries #PiranhaGames #Simulation #UnrealEngine4

  23. Mechwarrior: Kampfkolosse des 31. Jahrhunderts - von Timeras

    Wenn ihr auf Action, Explosionen, tonnenschwere Kampf“roboter“ und eine offene Spielwelt steht, in der ihr entscheidet, wohin die Reise geht, dann seid ihr bei Mechwarrior genau richtig.

    https://www.videospielgeschichten.de/mechwarrior-kampfkolosse-des-31-jahrhunderts/

    #BattleTech #Mechwarrior #Mercenaries #PiranhaGames #Simulation #UnrealEngine4

  24. Mechwarrior: Kampfkolosse des 31. Jahrhunderts - von Timeras

    Wenn ihr auf Action, Explosionen, tonnenschwere Kampf“roboter“ und eine offene Spielwelt steht, in der ihr entscheidet, wohin die Reise geht, dann seid ihr bei Mechwarrior genau richtig.

    https://www.videospielgeschichten.de/mechwarrior-kampfkolosse-des-31-jahrhunderts/

    #BattleTech #Mechwarrior #Mercenaries #PiranhaGames #Simulation #UnrealEngine4

  25. #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

  26. #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

  27. #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

  28. #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

  29. #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

  30. When you think you start have some idea about how materials works in unreal engine... Bam! Substrate Materials! 🙃 #UnrealEngine5 #Indiedev

    Found this little video with the basics:
    youtube.com/watch?v=fKIfWF2mXx

    #UE4 #UE5 #UnrealEngine #UnrealEngine4 #UnrealEngine5 #Gamedev #Indiedev

  31. When you think you start have some idea about how materials works in unreal engine... Bam! Substrate Materials! 🙃 #UnrealEngine5 #Indiedev

    Found this little video with the basics:
    youtube.com/watch?v=fKIfWF2mXx

    #UE4 #UE5 #UnrealEngine #UnrealEngine4 #UnrealEngine5 #Gamedev #Indiedev

  32. When you think you start have some idea about how materials works in unreal engine... Bam! Substrate Materials! 🙃 #UnrealEngine5 #Indiedev

    Found this little video with the basics:
    youtube.com/watch?v=fKIfWF2mXx

    #UE4 #UE5 #UnrealEngine #UnrealEngine4 #UnrealEngine5 #Gamedev #Indiedev

  33. When you think you start have some idea about how materials works in unreal engine... Bam! Substrate Materials! 🙃 #UnrealEngine5 #Indiedev

    Found this little video with the basics:
    youtube.com/watch?v=fKIfWF2mXx

    #UE4 #UE5 #UnrealEngine #UnrealEngine4 #UnrealEngine5 #Gamedev #Indiedev

  34. When you think you start have some idea about how materials works in unreal engine... Bam! Substrate Materials! 🙃 #UnrealEngine5 #Indiedev

    Found this little video with the basics:
    youtube.com/watch?v=fKIfWF2mXx

    #UE4 #UE5 #UnrealEngine #UnrealEngine4 #UnrealEngine5 #Gamedev #Indiedev