RT @robinvanina
When I got started with unreal it really took me some time to realize how easy it is to animate my UMG widgets / UI.
Check out today's tip and get started with adding some motion to your game's UI screens π₯ π
#ue4 #indiedev #gamedev #UETips #unrealengine #UE5
Stumbled upon this today, you can safely remove elements from a TMap by using the RemoveCurrent() function of its iterator implementation !
Useful to remove stale delegates while iterating for execution as an example.
Another useful #unrealengine plugin if you want to use Editor icons in Editor Utility Widget Blueprint instead of Slate. Credits to @ryan_dowlingsoka
https://github.com/Ryan-DowlingSoka/RedTechArtTools/wiki/Editor-Icon-Widget
#UETips #UETip #UE5 #ue4 #unreal4 #Unreal5 #unrealeditor #unrealdev
#unrealdev #unrealeditor #Unreal5 #unreal4 #ue4 #UE5 #uetip #UETips #unrealengine
New Interchange pipeline in #UnrealEngine lets you define your own ways of importing assets. If you go to Project Settings -> Engine -> Interchange category you can add custom pipelines into Pipeline Stacks.
#UETips #UE5 #uetip #unrealengine
Over time this one turned out as a best practice for me when it comes to working with actor references in blueprints in #UnrealEngine. The macro is setup quickly and can be extended later on easily. Check it out! π₯
π‘ Follow for more #UnrealTips
#UETips #gamedev #indiedev #ue4 #unrealtips #unrealengine
RT @HighlySpammable@twitter.com
A feature that snuck past a lot of folks in UE5.1 is that you can now enable the Waveform Editor plugin to chop up/clean up raw audio in the engine. It's a little thing but it's nice having one less excuse to leave the engine to clean something up! #UETips
π¦π: https://twitter.com/HighlySpammable/status/1595638584018874369
Ideally, variables should not be accessed by external objects directly. Instead, Getter and Setter functions should be established to retrieve and set the value.
This massively helps with future extendibility and debugging.
A feature that snuck past a lot of folks in UE5.1 is that you can now enable the Waveform Editor plugin to chop up/clean up raw audio in the engine. It's a little thing but it's nice having one less excuse to leave the engine to clean something up! #UETips
A good trick I've enjoyed lately when developing a new event or API that I'm unsure what the signature should look like.
Wrap your args in a struct ! The arguments order stops mattering, makes it easy to add or swap out new parameters !
Use the stat unit console command to display helpful performance statistics within the viewport.
Alternatively, you can use the stat unitgraph console command to display those same metrics along with a live graph of the metrics.
The Switch Actor can be used to switch the active visible actor between each of itβs children.
Use in conjunction with blueprints or the Variant Manager to simplify switching actor variants.
More Info -> https://unrealdirective.com/tip/switch-actor
The Switch Actor can be used to switch the active visible actor between each of itβs children.
Use in conjunction with blueprints or the Variant Manager to simplify switching actor variants.
More Info -> https://unrealdirective.com/tip/switch-actor
Utilize the Camera Position material node as an anchor for your masks. For example, if you pair it with the Absolute World Position, Camera Direction Vector, and the Sphere Mask nodes, you can mask out a consistent location based on the forward vector of the camera in world-space.
This masking method is helpful for adjusting the World Position Offset of foliage, fading out walls when the character is behind them, etc.
Info + Example
https://unrealdirective.com/tip/camera-based-masking
@Iced_Eagle people are terrible at using a consistent hashtag. I've seen #Unreal #UnrealEngine #UE #UE5 #UE4 #UETips so info is spread kind of thin.
It's a good question. I guess I've got so much more out of Unreal specific Discords over generic gamedev ones that I wanted to apply the same thing to Mastodon. To make somewhere that is a bit more industry focused.
#UETips #ue4 #UE5 #ue #unrealengine #unreal
Divide the final emissive color by the EyeAdaption node to keep the materials emissive consistent across different exposure levels.
RT @UnrealDirective@twitter.com
Divide the final emissive color by the EyeAdaption node to keep the materials emissive consistent across different exposure levels.
https://www.unrealdirective.com/tip/regulate-emissive-exposure
π¦π: https://twitter.com/UnrealDirective/status/1591294722231992320
RT @HighlySpammable@twitter.com
I spoke at UnrealFest on lesser known features of #UE5. It's pretty much why I slowed down on Twitter tips for a while there but you can catch it in all it's glory here! This version has been reuploaded with a focus on the slides. Check it out! #UETips
https://youtu.be/k2IP5DYQ0-0
π¦π: https://twitter.com/HighlySpammable/status/1590698067556470789
The Float is now Double-Precision tip I released during UE5EA and has gotten a lot of traction recently.
As the information was outdated (the Real variable data type), I went ahead and updated the information and created a new graphic.
Check it out here -> https://www.unrealdirective.com/tip/float-is-now-double
Utilize the content browser quick search feature to speed up finding and opening assets from within the content browser. Simply focus on the content browser, type in the assets name, and press enter.
Check out the full tip here -> https://www.unrealdirective.com/tip/content-browser-quick-search