@DXU241 Command Palette from PowerToys is what I use now, its like spotlight for windows
You can turn off/on exactly what it searches and you can hook it into everything also if you use that
https://t.co/WUYHG26K3t
The raw clone from the github before you pull depencies and externals is roughly 25-30gb, that jumps to about 50-60 after that pull, after compile your looking at at least 150gb depending on what your building or need
Idk what your seeing, but I garuntee you its not Unreals "source code", if you dont believe me go try to clone the repo or the zip from github, or just look at what 5.8.1 shows
hello internet friends, I've (finally) released Cotangent2, the AI-accelerated Mesh & Texture editor I've been noodling on for ~2 years. It's the MIT-open-source spiritual successor to Meshmixer, built on Unreal Engine.
Watch the vid, and then links in🧵...
I call it UnRealityKit.
It's a UE5 + RealityKit bridge for Apple Vision Pro.
All those things you can't do in Unreal Engine for AVP due to Metal: eye tracking, standard gesture controls, room lighting & reflections, volumes, fully utilizing the M2/M5 chip... all possible now.
I'll do some proper posts on these tomorrow, but I've been using @godotengine for one week and already have two projects I'm excited to share with the public.
1) Sample Vision Pro physics sandbox with hand meshes, gesture detection, spatial sound, and more.
2) MetaHuman to Godot
Medallion's humming... that can only mean one thing! It's time to announce The Witcher 3: Wild Hunt - Songs of the Past! ⚔️
This brand new expansion for The Witcher 3: Wild Hunt will take you to the Path with Geralt of Rivia once more. It’s being co-developed with @Fools_Theory and is coming to PC, Xbox Series X|S, and PlayStation 5 in 2027. Stay tuned for more information in late summer. ⏰
Just pushed my forked OpenXR plugin for Unreal Engine with MacOS support. Clone it in your Plugin folder, it'll override the built-in plugin. You need to install the OpenXR OSX runtime to make it work of course. 5.8 support coming later but planned
https://t.co/13rZZFd3Fl
Mole now supports Windows. The first pre-release is here. To keep the Mac version simple and lightweight, the Windows support lives in a separate branch.
It includes native PowerShell commands like mo clean, mo optimize, mo uninstall, mo analyze, mo status, and mo purge, with support for cleaning temp files, logs, browser and app caches, developer caches, project artifacts, and more. It also comes with a Windows system dashboard and an interactive UI.
It’s still early, so I’d recommend testing it on a non-critical machine first. Feedback, bug reports, and ideas are very welcome.
https://t.co/jfnwt1kujq