Bright Eye V1.1 is live with the latest update and now available on @fab! This free Unreal Engine plugin gives level designers and artists a dedicated, customizable light source, making it easy to illuminate darker areas in the editor.
Happy new year to all! New #UE5#PCG tip of the day! You can send data from PCG to the material for each instance. For example I can read $Color.RGB on each point and send it to my custom "ColorMaterial". Static attributes (with $) only work in 5.5, but dynamic attributes is OK.
For all the @UnrealEngine tech artists out there, check out our latest updates to the Impostor Baker Plugin in 5.5 with this new documentation page!
https://t.co/lkayYce2uq
Bright Eye V1.1 is live with the latest update and now available on @fab! This free Unreal Engine plugin gives level designers and artists a dedicated, customizable light source, making it easy to illuminate darker areas in the editor.
@GhislainGir I've been considering a plugin like this! A 'Note' asset that allows plain text and can reference specific actors and assets could be really useful for documentation in projects.
Did you know instantiating Actors is slower when it has components added via the Blueprint Editor compared to adding via C++?
You can get some performance back by enabling bOptimizeBPComponentData on the class which adds a slight memory overhead in favor of initialization speed.
A quick tutorial on using the new lightweight Static Mesh rendering API 'FPrimitiveSceneDesc' from #UE5.4, which allows you to render meshes without components
https://t.co/ZRLNQPdZ5s
as highlighted in CDPR's latest talk! https://t.co/eWXi5wDJ5r
#UE5Study
There's an important thing to know about Unreal's packaging: by default it packages EVERYTHING, even assets you don't reference anywhere. This can severely bloat the size of your packaged game.
But it mostly affects smaller projects, why is that?
Let's dig in 👇 🧵 #uetips
Blend Space Assets in @UnrealEngine actually have an Analysis mode that will look at the foot placement to calculate how fast a character was moving and put the animation in the correct position on the blend space. Way better results than just "eye balling it". #UETips
Want to use Git with UE but GitHub/GitLab don't allow big files?
Do you have plenty of Google Drive / Dropbox storage?
You can actually push your git commits to Google Drive / Dropbox using a git "bare" repository.
See how here 👇 #uetips
https://t.co/tjKF3NwsXN
The recording from my presentation "Advanced Debugging in Unreal Engine" is online, check it out!
All the slides are also there in text format for easy searching. #uetips
https://t.co/ydmycGgTlZ
Ever wondered how to define your own Data Validation rules with Editor Utility Blueprints? Here's an example to validate that material asset names are prefixed with "M_".
@UnrealEngine#UE4#GameDev#Tutorial
Do you want your melee attacks to track to targets like in Kingdom Hearts?
I have written a new article on how to do that using the Motion Warping plugin of Unreal Engine 5.
https://t.co/O9d8urZu4x
In this article I explain how to save memory by Lazy Loading your Ability System Component in your Gameplay Actors in #UE5
Network compliant! And pretty much plug and play!
Please, consider sharing! 🦆
Link below!👇
We only succeed when you succeed. Our 5% royalty model only kicks in after your first $1M in gross revenue, meaning that if you make $1,000,001 you owe us 5 cents. And this is per title!
Also, revenue generated from the Epic Games Store will be excluded from that 5% royalty.