Here’s Claude absolutely RIPPING building a modern mansion draft with primitives—using UnrealMCP to control Unreal Engine by himself.
You prompt what you want, he does what you ask. He can be creative too.
Tiny little mini tutorial thread 👇 🌸
#UnrealEngine This is a nice showcase of how #Nanite does NOT help with either #Performance or Fidelity. As can be appreciated from the Ground True test results. We promote the usage of auto LOD systems for our Vite #Fork such as @InstaLOD , @sidefx#Houdini or #Blender Open Source #LOD systems #gamedev https://t.co/BhHHpxwJch
#UnrealEngine#cpp Here a quick example on using UObjects instead of Actor Components for Modular Logic. So one key feature you want on UObjects is for its properties to be exposed on an Actor Blueprint just like Actor Components. You can do this by using the following Specifiers: (UObjects take 5 times less memory that ActorComps, have cheaper GC/registration costs) #gamedev #indiedev #screenshotsaturday
Ohh! Epic pushed a new documentation for Multiserver Replication in #UnrealEngine5 ! 👀
This will be great for scalability and redundancy! RT to spread the info!
https://t.co/FcX2jB1kH5
🥳New video just dropped on YouTube! 🎥
A 40-minute deep dive into building a Niagara-based swarm VFX — featuring particle-particle overlap solving, avoidance systems (particles, pawns, obstacles), surface projection, slope handling, GPU↔CPU↔GPU particle swapping, and more.
👇
2/8 The problem's solution
Luckily there are alternatives to custom engines:
1. we can pass the -ini command line argument to override them
2. we can place .ini files at specific locations on the machine to override them
(more info on both here: https://t.co/664LNuEeWZ)
A lot of developers use UDeveloperSettings to quickly expose configurable variables in the Project Settings or Editor Preferences.
However, there is a slightly cooler option you should know about.
Here is a breakdown of both and how to use them.
A thread 🧵
there is a bug with UE 5.6.0 and the new MetaHuman plugins that stop you from packaging
there a community thread on this already and Epic is aware of this issue, hoping for a fix in UE 5.6.1
https://t.co/nGQOwnDlG4
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Model: https://t.co/J46vfeowus
Demo: https://t.co/d7990v8H2J
Github: https://t.co/OlpKvSoIH6
Hunyuan 3D Creation Engine: https://t.co/BPyoN8fHHa
#Hunyuan3D #OpenSource #3DCreation
#UnrealEngine debug builds can be sloooow. Instead of building the whole engine in debug, you can disable compiler optimizations for a single file with:
#pragma optimize("", off)"
But did you know you can do this for an entire module? Edit https://t.co/o8Y2Pp8soP.cs and add:
OptimizeCode = CodeOptimization.Never;
Just don't forget to remove it when you're done!
Excellent introduction to Choosers in #UnrealEngine. Massively simplify animation graphs by separating clip selection from states.
Also combine it with a Blend Stack to robustly handle rapidly transitioning between states. So much cleaner.
The text version of "The Great Hitch Hunt" is available right here!
Let's get rid of those hitches once and for all! 💪 #UnrealFest#UETips
https://t.co/pxP35ar4CE
If you have a class whose Details View you want to display in a custom way in ONLY a specific place, such as a custom widget, use the RegisterInstancedCustomPropertyLayout function in that custom widget.
As promised, here's a tutorial on how to setup the Locomotor in #UnrealEngine5.6.
I explain how it works and guide you through a full setup of a Locomotor for the Wolf character including a well tuned Full-Body IK setup to allow the Wolf to reach beyond it's limb length.
https://t.co/nNx9zTrU0Q
#UnrealEngine 5.6 Deferred move handler to allow scene components for movement to be propegated later on the frame as a larger group of updates to help improve #performance
s.GroupedComponentMovement.Enable 1 s.GroupedComponentMovement.BufferSize modifies the max number of moves to apply at once. #Unreal #gamedev #programming #cpp