#unrealengine

maerchen1313 on Twitchmaerchen1313
2025-07-11

Busy busy on videos for my upcoming Twitch Anniversary. I've just finished a retrospective of 35 (!) of my 1st-year avatars in FOUR minutes, plus bloopers. Of course we'll have 21st-century synth & darkwave, too. Join us! --> twitch.tv/maerchen1313

M1313's 1-Year Twitchaversary. 4 p.m. EDT on Saturday. Come celebrate!
2025-07-10

BlueprintAuthorityOnly
UPROPERTY(BlueprintAuthorityOnly)Docs: This property must be a Multicast Delegate. In Blueprints, it will only accept events tagged with BlueprintAuthorityOnly.
unreal-garden.com/docs/uproper
#UnrealEngine

2025-07-10

I just spent way too much time trying to figure if releasing an RHIResource in #UnrealEngine would immediately free the corresponding GPU resource.

I am still not 100% certain, but it seems like the two RHI implementations I looked at both make sure to keep the GPU resources around until the GPU has finished rendering the frame.

In D3D12RHI for instance, the GPU resources are only freed once the corresponding FrameFence is completed, in FD3D12PoolAllocator::CleanUpAllocations().

#GameDev

Alejandro Sorianoalejandrosoriano
2025-07-10
2025-07-10

I have been trying to recreate a Boids system, and I know they are plenty of open source and plugins available. For the type of project I have it needs to be customized, hence me creating one from scratch. A bit older video and a great explanation of the three rules of Boids. #unreal #gamedev #unrealengine youtube.com/watch?v=bqtqltqcQhw

2025-07-10

A runtime variable watch window for Unreal Engine using Dear ImGui. github.com/guitarfreak/Propert
#UnrealEngine

2025-07-09

Tutorial on how to use Unreal's Rich Text Block to make text wiggle. protowlf.com/unreal/printing-t
#UnrealEngine

2025-07-08

GPU Skinning in #UnrealEngine immediately allocates vertex buffers for all LODs when using morphs.

Today I learned, that it is actually rather easy to allocate those buffers lazily (by modifying FSkeletalMeshObjectGPUSkin::InitMorphResources()). That way, skeletal mesh components that never take a big amount of screenspace can save a bit of VRAM.

We might be able to benefit form this in one of our projects, as many characters are never close to the camera.

#GameDev

2025-07-08

InlineEditConditionToggle
UPROPERTY(meta=(InlineEditConditionToggle))
"Instead of showing the `bool` property separately, it is instead displayed inline, to the left of the property that it is controlling.
Note that this meta flag should be put on the `bool` property, not the property with the `EditCondition`"
unreal-garden.com/docs/uproper
#UnrealEngine

There are a ton of bundles and asset giveaways for #gamedev including #UnrealEngine, #GodotEngine, #Unity3d and even #Defold going on right now.

We gathered them all together into a single place.
gamefromscratch.com/multiple-g

2025-07-08

New deck. Instructions not clear. 😂 See you from 4 – 10 p.m. EDT today (Tuesday) for dark/alternative #80s & #90s! --> twitch.tv/maerchen1313 #3Dmodelling #3danimation #animation #anime #vroid #vroidstudio #vnyan #unity #blender #gaming #gamedev #unrealengine #dj #punkrock #vtuber #vshojo #fun

2025-07-08

Looks like a super useful tool for refactoring Blueprint classes, letting you move variables between them. unrealengine.com/marketplace/e
#UnrealEngine

Redpoint GamesRedpointGames
2025-07-08

EOS Online Framework is here!

With team-based matchmaking and full blueprint support, plus tons of framework components to make your multiplayer integration easy, EOS Online Framework is the professional solution for EOS in .

Get it ➜ unreal.tools/eos
Changelog ➜ docs.redpoint.games/docs/chang

- EOS ONLINE FRAMEWORK
FOR EPIC ONLINE SERVICES
EOS Online Framework now available!
Team-based matchmaking and blueprints now included
Startup screens with automatic login
Friend list binding to UMG widgets
UMG widget for rendering player avatars
Free upgrade to EOS Online Framework for existing
customers 4
Sam Seltzer-Johnstonsbseltzer@peoplemaking.games
2025-07-08

Sharing again for other plugin developers who want a robust system for version-gating UE C++ code. Nicer than the built-in macros, works around limitations in UHT, and even comes with a TObjectPtr converter for bridging the UE4 gap!
github.com/sbseltzer/VersionMa
#UnrealEngine #UE5 #UE4 #C++ #GameDev

2025-07-07

Made a new animation system to work with unreal poseable meshes and now the "world scrubber" has a full redesign along with procedural sleep, wake, and climb animations. Sound FX work next week, along with multiplayer stuff.

There is a new Humble of interest to #gamedev. It's the #UnrealEngine Asset Mega Bundle, with 30+ environment packs redeemed on Fab.

Here is the direct [$] bundle link, I will have greater coverage live tomorrow morning:
humblebundleinc.sjv.io/UnrealA

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