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dalton

@dalton.gd

Technical Director @omlgames.com All things games, tools, shaders & programming. @EpicGames alumn #gamedev #UnrealEngine #rust #cpp

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Latest posts by dalton @dalton.gd

I started to follow this one lately. Not profficient yet by no means, but hell... this is much better than trying to make everything perfect

11.12.2024 23:18 πŸ‘ 7 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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GitHub - daltongd/UnrealSuite: A set of tools for building, packaging and launching all things Unreal Engine. A set of tools for building, packaging and launching all things Unreal Engine. - daltongd/UnrealSuite

github.com/daltongd/Unr... I created the repo

11.12.2024 22:48 πŸ‘ 2 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Hey, sure, why not! I could set up a github repo for it. Do you think it would also make sense to make it compatible with earlier versions of Poweshell?

11.12.2024 21:36 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

Both tools do something the other doesn't anyway

11.12.2024 19:12 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Also, you can use `ushell` for the most usecases (comes with the Engine source), my script does a few more things, like calling editor commandlets, as well as has a few pressets, as well as does exactly what you tell ask it to and nothing more unlike ushell at times, but ushell is also awesome!

11.12.2024 19:09 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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[Requires Powershell 7] A powershell script that allows for invoking and controlling build steps independently when packaging Unreal projects. The script is able to find the project and the associated... [Requires Powershell 7] A powershell script that allows for invoking and controlling build steps independently when packaging Unreal projects. The script is able to find the project and the associa...

A while back I wrote UnrealSuite - powershell (v. 7) script to help me build all things #ue5

Sharing it here in case someone finds it useful. Can't swear by all of the presets/options, it was intended for personal use, so let me know and I'll help/fix it

pwsh 7: learn.microsoft.com/en-us/powers...

11.12.2024 19:05 πŸ‘ 9 πŸ” 1 πŸ’¬ 2 πŸ“Œ 0

Here’s a #UETip for you. Avoid setting render features in PPVs if you want to change them through any other method (like scalability settings or device profiles).

07.12.2024 19:18 πŸ‘ 6 πŸ” 2 πŸ’¬ 0 πŸ“Œ 0
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woul love to join! here's a picture of one of my shaders

01.12.2024 23:57 πŸ‘ 2 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

This project is worth supporting for all the reasons!

01.12.2024 23:14 πŸ‘ 3 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
Day 1 - Advent of Code 2024

Just completed "Historian Hysteria" - Day 1 - Advent of Code 2024 #AdventOfCode adventofcode.com/2024/day/1 I wanted to do take part this year, but almost forgot! Got inspired by @rishabh100.bsky.social's recent post.

01.12.2024 20:58 πŸ‘ 6 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

I spent the last 2 weeks jumping between debugging Unreal, my tool, and using Wireshark to sniff the communication.

In the end I figured that I set all messages' ids to 0 and Unreal was rejecting all subsequent packets πŸ˜‚ I just didn't increment it, because I thought I'd do it when it'll work... πŸ€¦β€β™‚οΈ

01.12.2024 19:48 πŸ‘ 2 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
The picture shows Unreal Engine log captured by a console application.

The picture shows Unreal Engine log captured by a console application.

Well, it was far from easy, but now I can connect to #unreal session from a rust application over UDP!

Had to make a cmd prompt that lets me e.g. paste a base64 packet from Wireshark to simulate traffic with data hijacked from Unreal <-> SessionFrontend communication to figure out the protocol

01.12.2024 19:43 πŸ‘ 5 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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GitHub - daltongd/yanklock.nvim: A simple neovim plugin that allows the user to temporarily lock the paste register to "0 A simple neovim plugin that allows the user to temporarily lock the paste register to "0 - daltongd/yanklock.nvim

I did some open-sourcing today. Anybody from the #neovim crowd around?

30.11.2024 19:53 πŸ‘ 3 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

this is the first platform where I stopped hesitating and overthinking what I share and just share. so far it's been fine and it's the only way for me to do make it work :d if I make a mistake - ok, if something seems too basic - still fine, someone doesn't know it. but I totally get your point!

25.11.2024 19:53 πŸ‘ 3 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

yep, it was a time saver for me as well :d

25.11.2024 08:01 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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#unreal 5.4, I think, introduced another neat quality of life feature. You can now type a path in the Content Browser. It even suggests valid paths

#uetips #ue5 #gamedev

24.11.2024 20:09 πŸ‘ 18 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

it truly is!

24.11.2024 20:02 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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Still one of the most accessible explanations of the rendering equation out there

18.11.2024 20:26 πŸ‘ 143 πŸ” 31 πŸ’¬ 1 πŸ“Œ 0

Just found out about @anatoleduprat.bsky.social's SamplingLab. This is a true gem of a tool, holly shit - a cheatsheet on steroids for shader programmers (or for figuring out a spatial distribution / other stuff!)

24.11.2024 19:44 πŸ‘ 6 πŸ” 1 πŸ’¬ 1 πŸ“Œ 0

Haha, why not! Damn, I just took a look at Parkitect and it looks amazing! I feel I should get it, but I'm not sure if I want to sink in too much :D

24.11.2024 14:31 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

I think I just got inspired to make a tiny rollercoaster project myself. Just for fun. Any upcoming game jams around?

24.11.2024 13:14 πŸ‘ 8 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

I'm getting this pack, I always wanted to have some fun with making rollercoasters! Thanks for the inspiration

24.11.2024 13:12 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Woah, this is great! Also great pack! Isn't it @kenney.bsky.social though? 😜

24.11.2024 13:10 πŸ‘ 0 πŸ” 0 πŸ’¬ 2 πŸ“Œ 0

In case you missed it, here's a short 'how to' for Rider users.

24.11.2024 13:07 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

So if you hang your editor/game instance, you can still check the log in most cases, and if you want to kill it, it's faster to close the NewConsole and kill the process immediately (yep, it's also more responsive, this 'immediately') than to open the Task Manager and wait for it to shut down

24.11.2024 13:05 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
A screenshot of the NewConsole window with arrows pointing at the features highlighted in the post.

A screenshot of the NewConsole window with arrows pointing at the features highlighted in the post.

#unreal #uetips If you haven't yet heard of the `-Log -NewConsole`, it's one of my favorite UE5 additions.

You can filter, exec commands, even had a convenience `Log CHECKPOINT#` button.

But the awesome thing is, it doesn't hang with the game/engine, and if you close it, your instance also closes

24.11.2024 13:03 πŸ‘ 44 πŸ” 12 πŸ’¬ 3 πŸ“Œ 2
The picture is a screenshot of the Settings page in Rider with the EzArgs plugin selected.

The picture is a screenshot of the Settings page in Rider with the EzArgs plugin selected.

Go to File -> Settings -> Plugins and select the Marketplace tab to install.

24.11.2024 12:52 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
The picture shows a JetBrains Rider window with an EzArgs plugin field, and the history of console arguments from the plugin.

The picture shows a JetBrains Rider window with an EzArgs plugin field, and the history of console arguments from the plugin.

The picture shows the description of the EzArgs plugin.

The picture shows the description of the EzArgs plugin.

If you're using #rider with #unreal, I strongly recommend installing the EzArgs plugin. It will allow you to effortlessly run the editor or game with console arguments. Also keeps a history!

I regularly use it to run with the `-Log -NewConsole` which is on its own super useful
#uetips

24.11.2024 12:51 πŸ‘ 12 πŸ” 0 πŸ’¬ 2 πŸ“Œ 1
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Data Validators in Unreal Engine are great, but they only notify you of what's wrong. Team members might still come to you and say "it gives me an error, can you fix it?"

Well, Aaron Bostrom from Tanglewood just showed me that you can now add a Fixer which users can click to fix things! πŸ‘€ #uetips

22.11.2024 11:24 πŸ‘ 49 πŸ” 7 πŸ’¬ 2 πŸ“Œ 0