🌳 Our latest paper on mangroves has just been published!
Here, we compiled a dataset of >17,000 published mangrove geometry observations outlining their root, trunk and canopy geometries.🌱Hopefully this leads to more accurate models! @CathLovelock
https://t.co/k6udABSFhz
Deferred Painting is a useful Slate tool that's not commonly exposed to UMG, so I wrapped it in the simplest way I could think of. Enjoy :
https://t.co/e2X5uFrGlE
@flassari Try and modify those default values on the CDO from an editor utility BP 😛 (I had a few people ask me how to bulk change stuff for this purpose)
But yeah, 100% agree with you that if it’s only for using getters, that node is perfect.
Did you know that you can access the Class Default Object (CDO) of a Blueprint asset so that you can set those Blueprint values directly?
This is super useful for Editor Utility Blueprints! (Albeit a little hacky, ha)
#UEHax#UEDev
Hey who likes Kuwahara filters in UE5? You know what's better than normal kuwahara filter? A Temporal Kuwahara filter! It's a lot faster :) about 4.5x?
My Serialization Best Practices and Techniques talk from #UnrealFestANZ is up!
It covers the serialization magic I mention in the tweet below (and more). GitHub sample included!
Follow me to hear when my #EnhancedSaveGameSystem plugin is released.
https://t.co/6Hna6zMMit
Have been working on Yet Another Save-game System™ (YASS?), which leans on @UnrealEngine's SaveGame property flag, but also uses wildcard magic to optionally serialise any value of any type. The interface is added to actors and the world state is saved out.
#UEDev