@clongmire42 It's freaking awesome!🤯How could it be possible that you have time to start the coolest side project while tackling so many overwhelmingly hard industry problems. I'm on my knees.🫡
https://t.co/djDu1u3LaN
I made a plugin adapter skill for Unreal from how I adopt my RemGameplayCamera plugin to 5.3 - 5.8.
You could use it to automate the adoption procedure with AI! Hope it helps. PR is welcomed.
https://t.co/vlzxg5IMbR
#unrealengine#skills#plugin#indie
@Jfla I love《How Could I Be This Into You》so much, looped it the whole day! So lovely as always.
Could you please consider having a LIVE or concert in China? Or making your album available in China. There are lots of gardeners here
Consider b站账户/视频like:
https://t.co/eo12NgWxj1
@games_inu https://t.co/Zw8RlPSbDd
Source Git is cross platform and is my favorite, I use it along with rider's built-in git goodies, for batch commit.
Active maintained git plugin for unreal:
https://t.co/XAeP55t8q1
@lauriewired Maybe just as easy as creating an account and uploading your video there, Viewers could get auto-generated subtitle by AI.
They sure love to communicate with you in the comments.
https://t.co/krpvjgxJMF
@OutoftheboxP The downside of this is it's turning a "local/ per object" delegate into a global one.
So you have to check the input to only response to specific object.
There is one thing I hate most about Unreal is that the "blueprint first" paradigm on various gameplay systems.
The developer of the cpp side are forced to take the overhead of blueprint. In the example of blueprint delegate, it's the overhead of finding and calling an UFUNCTION