#UE5Study

Alien 👽 Max | 🇺🇦 gamedevmaxim@mastodon.gamedev.place
2025-06-19

Although this is probably an obvious thought, it may be useful for those who have just started using Unreal Engine. When there is a surface made of tiles in a level design (doesn't matter which ones), you can make an infinite number of them from one texture

#UnrealEngine #UE5 #gamedev #indiedev #UE5ぷちコン #UE5Study #shader

Alien 👽 Max | 🇺🇦 gamedevmaxim@mastodon.gamedev.place
2025-06-18

Cable from Spline in Unreal Engine. Here's how I solved this problem with texture tile, because Spline Mesh Component won't scale the object, or it does something to it that the material can't understand. So hello Bounds node

#UnrealEngine #UE5 #UE5ぷちコン #UE5Study #gamedev

Alien 👽 Max | 🇺🇦 gamedevmaxim@mastodon.gamedev.place
2025-03-30

But to draw lines and use Fresnel, there are ready-made nodes for this

#UnrealEngine #tips #UE5Study #shader #gamedev

Cube of Skillcubeofskill
2024-09-09

I explain in this video how to create AI in Unreal Engie - it will walk, follow and hear. Check it

youtu.be/bHKlGo5fANU


Sam Seltzer-Johnstonsbseltzer@peoplemaking.games
2023-06-19

PSA (corrections below): #UnrealEngine users, please know the wonders of TInlineComponentArray and the TInlineAllocator template. Life changing stuff right here. Stop using TArray GetComponents and other small temporary containers on the heap. Please. Put an end to needless memory fragmentation. Be enlightened by the efficiency of stack memory. There's still time for you to see the light. Image text in following posts...
#GameDev #UnrealDev #UnrealTips #UE4Study #UE5Study #UE4 #UE5 #UE #CPP #Programming

Don't forget to boost to help a fellow dev!

Edit: Made a correction to first example - according to my IDE it resolves to a move constructor, not a copy constructor. It's still the worst of these options, but not as egregious as I initially thought.

Edit 2: Another correction - the inline allocator is not always stack-specific! If declared as a member of something allocated on the heap (such as being a member in a UObject) the inline allocation will be bundled into that heap memory!

Good/bad examples of using the GetComponents family of functions and how to use TInlineComponentArray and TInlineAllocator. Text of each example can be found in the following posts of this thread.

I had to read this at first.

gradientspace.com/tutorials/20

I assumed this as outdated, but this document was important to get entire view.

#unrealengine #gamedev #indiedev #UE5 #UE5Study

UEdMode and InteractiveToolsFramework are much bigger and complex than I expected. I've tried to read all of the code and understand all the classes and structures as much as possible, but I guess I'll have to change my strategy. I think I have to selectively approach the things I need here, after rethink about what I wanted to do.

#unrealengine #gamedev #indiedev #UE5 #UE5Study

Sam Seltzer-Johnstonsbseltzer@peoplemaking.games
2023-03-01

So yeah, the name is misleading. To add insult to injury you can't spawn actors via #AnimNotifyState. If you need anything stateful you pretty much have only one option: Add a custom component to the mesh owner actor with some way of identifying it. You can do a lot more from there. I ended up storing the AnimNotifyState self reference in a member variable of the component and exposed that member on spawn to ensure it's always available before BeginPlay is called. That way I could get any stateful data by iterating on components by class, and using the AnimNotifyState reference as a filter. Yuck.
#UnrealEngine #UE4 #UE5 #UE4Study #UE5Study #GameDev

Sam Seltzer-Johnstonsbseltzer@peoplemaking.games
2023-03-01

So fun fact: #AnimNotifyState does not actually contain any state. For all intents and purposes, it's like a class with new defaults per-instance of it. That is, you can't set any member variables at runtime. It's a read-only object. All you get are the events and the associated mesh/sequence passed as parameters to each event.
#UnrealEngine #UE4 #UE5 #UE4Study #UE5Study #GameDev

Sam Seltzer-Johnstonsbseltzer@peoplemaking.games
2023-03-01

My entire day was spent working around #AnimNotifyState not being what I thought it was. 🧵
#UnrealEngine #UE4 #UE5 #UE4Study #UE5Study #GameDev

Here is a 🎁 for everyone!
I published all materials I shared this year (and a few good ones from last year) so now you can have direct download to .uassets files and source code. 👍🍻
github.com/DarknessFX/UEMateri
--
#UnrealEngine #UnrealEngine5 #UE5Study

Another great material by
endwar1338 , I really like this kind of sci-fi visuals. 👍🍻
Link: twitter.com/endwar1338/status/
#UE5 #UE5Study

Unreal Engine Material function : MF_SDF_LineSegment
#unrealengine #ue5 #ue5study

2022-11-30

Ca avance, ça avance !

J'ai même mis du Hit Stop pour suivre les conseils avisés de maître Sakurai
#UE5Study

2022-11-22

Oui, vous avez bien compris, je fais un remake de Mushihime-sama #UE5Study

2022-11-15

J'ai changé un peu la maniabilité pour jouer façon twin stick shooter #UE5Study

2022-11-14

Ca avance, ça avance #UE5Study

2022-11-09

On progresse doucement mais sûrement #UE5Study

2022-11-06

C'est peut-être un détail pour vous mais pour moi ça veut dire beaucoup #UE5Study

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