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Articole: 35
  1. Introduction Maybe you’re like me and sometimes you want to: Include a plain text file (or any other kind of file) in your game Avoid having to import it into a .uasset file in the editor Be able to load it both in the editor, and in packaged game builds A

  2. Unreal Steam(ed) LAN(s) Last week the time came to finally move MinerMancers multiplayer code over to Steam.

  3. Intro This week, after trying to upgrade our project from Unreal 5.6.1 to 5.7.4 and discovering yet again that as well as fixing some bugs that were impacting us, 5.7 introduced a whole new, thornier bug - breaking bundled PSOs which I’d only recently add…

  4. Introduction I have an old 15" MacBook Pro from late 2013.

  5. The Problem Our game Minermancers involves a handful of silly wizards going mining together.

  6. In-Game Map: The Requirements I wanted to make an in-game map screen.

  7. There are 2 types of font in Unreal - regular runtime fonts, and “offline” distance field fonts.

  8. A quick one today to hopefully help someone else who is scratching their head about very weird LastRenderTime results in UE 5.5!

  9. The Problem Disclaimer: I am not a netcode specialist, in Unreal Engine or otherwise.

  10. Agent Player Avoidance in UE

    Unreal has some exising documentation on Agent Navigation Avoidance, which works fine if you only want your agents to avoid each other.

  11. What’s The Problem?

  12. The Requirement Niagara is great for simulated particle systems, but its renderers seem pretty useful for non-simulated things as well.

  13. Unreal Asset Validation

    Why?

  14. Making multiplayer games is hard.

  15. Have you ever had problems with textures being blurry when you render to textures in Unreal using a Scene Capture Component 2D?

  16. You can use Animation montages to play ad-hoc animations on a character.

  17. Just a quick post today about a very weird error I encountered while trying to package a project with Unreal 5.3; and because I got zero search hits for it on the web, I figured I’d document how I fixed it to save others in the future.

  18. It’s always better to drive your game’s systems from data that’s easily editable.

  19. Migrating to Obsidian from OneNote

    Why I Use Note Taking Apps My memory sucks.

  20. A Custom Zigbee Doorbell

    Just a quick post today about how I replaced our doorbell with a custom Zigbee button and Home Assistant, running on an old Raspberry Pi 2 I had sitting in a drawer, which pings our phones when someone presses the button, instead of ringing a regular chim…

  21. Do you use JetBrains IDEs like Rider?

  22. Intro You can do some quite nice text effects with Unreal Engine’s UMG Rich Text Block.

  23. Intro I’ve been experimenting with UE4’s Control Rig recently, in my case in order to be able to do custom skeletal animation in level sequences - this is really handy when you want to animate something in the context of the actual level, instead of just…

  24. Sequencer and Gameplay Camera Blending UE4’s most recent tool for making level animations, cutscenes and other cinematics is called Sequencer.

  25. UE4 Editor Visualisation Helper

    How to add editor visualisation to unselected objects in UE4?

  26. Skyboxes in UE4

    Skyboxes are textures that you use to display distant objects and environments in your scene, so that you don’t have to render the universe to an infinite distance.

  27. UE4: My thoughts a year on

    Our Story So Far Just over a year ago, I started the process of learning Unreal Engine 4.

  28. UE4 C++ Interfaces - Hints n Tips

    Introduction I wrote this blog post to fill a few gaps in the documentation I’d found for C++ interfaces in Unreal.

  29. The case for self-hosting VCS For game development, I like hosting my own source code repositories.

  30. Using Bullet for physics in UE4

    A Problem of Determinism I had a particular problem to solve for our next (so far unannounced) game.

  31. From Unity to UE4

    Almost 4 years ago now I blogged about my decision to use Unity for our new game development adventures, and in that time we’ve shipped one game (Washed Up!)

  32. Why "Old Doorways"?

    I’ve had a few friends ask me why we chose the name Old Doorways for our new game development venture.

  33. Articol fără titlu

    About Me Hi, I’m Steve, and I write code; have done in some capacity for over 30 years now, spanning many platforms, languages and domains.

  34. Coffee: A Journey

    I never used to drink coffee.

  35. I’m 37, and I’ve been a (professional) developer for 16 years.