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
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
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?
Both tools do something the other doesn't anyway
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!
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...
Hereβs 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).
woul love to join! here's a picture of one of my shaders
This project is worth supporting for all the reasons!
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.
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 π I just didn't increment it, because I thought I'd do it when it'll work... π€¦ββοΈ
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
I did some open-sourcing today. Anybody from the #neovim crowd around?
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!
yep, it was a time saver for me as well :d
#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
it truly is!
Still one of the most accessible explanations of the rendering equation out there
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!)
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
I think I just got inspired to make a tiny rollercoaster project myself. Just for fun. Any upcoming game jams around?
I'm getting this pack, I always wanted to have some fun with making rollercoasters! Thanks for the inspiration
Woah, this is great! Also great pack! Isn't it @kenney.bsky.social though? π
In case you missed it, here's a short 'how to' for Rider users.
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
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
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.
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.
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
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! π #uetips