Heyo!
If you're looking for #UnrealEngine resources and learning content, come check out my blog https://t.co/BVqhUdXMy7! I've been publishing articles, tips & tricks, videos, and other content to help out the Unreal community.
#gamedev#IndieDev
@OutoftheboxP Super teeny fix. Fixed a regression introduced in UE 5.5 where subclassing from UEditorActorSubsystem caused linker errors for developers extending the class.
https://t.co/zDTja5TiTb
Gotta love Comcast Xfinity...
This has been my net for the past 2-3 months now. Not a wifi, router, or modem issue. A pure networking issue after they had "planned maintenance' in October.
And their support will do anything but say it's their issue.
So... I rebuilt the Unreal Directive website from the ground up. A sleek new design, vastly revamped resources, amongst other improvements.
This is just the beginning, please let me know what you think 🙏
https://t.co/UFlUEJkbeO
@epicchris A huge QoL improvement would be to streamline common assets across MetaHumans. Multiple duplicate assets get imported per MetaHuman that would be better off in the common directory, massively reducing asset bloat.
@MrRobertClayton I mean, it's perfectly fine to have additional chain posts. The issue lies in forcing a reaction when you can have information in the initial post.
For those who were unable to attend my presentation @developconf about the new #UnrealEngine build system from @EpicGames called Horde, here are my slides: https://t.co/qgU1nwE0Hp
Unreal Engine 5.3 features numerous improvements, including better, faster results when rendering, improved output times with Multi-process Cook and more ⌛
Check out our UE 5.3 preview!: https://t.co/Xhaug0A389
Here's a short write up of condensed wisdom on how to tune the FBIK solver in Unreal Engine.
It's a collection of tips on how to think about the various bone settings, and the solver itself to improve your odds of getting the results you want from it.
https://t.co/fx9HuFjqPE
The #UnrealEngine 5.3 roadmap is pretty juicy!
Some highlights that I've found interesting --
1. C++20 support
2. Baked-lighting / Lumen reflections hybrid
3. Multi-process cooking
4. Can finally create and author skeletons in-editor 👀⁉️
5. Updated modeling toolkit UI
@pie6k You're spot on with your analysis! 200ms - 300ms is generally the sweet spot for UI animations. Enough to look good, but not long enough to keep the user waiting. Always have to think about user experience (UX) when designing UI