Using the Custom Motion Blur asset
This one https://www.fab.com/listings/7346529f-9935-4aee-b92d-561f344ea92c
Using the Custom Motion Blur asset
This one https://www.fab.com/listings/7346529f-9935-4aee-b92d-561f344ea92c
Preview of the Unreal Engine 5 motion graphics tool. https://www.youtube.com/watch?v=vLdq9m93FLI
#UnrealEngine
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`"
https://unreal-garden.com/docs/uproperty/#inlineeditconditiontoggle
#UnrealEngine
NativeBreakFunc
UFUNCTION(meta=(NativeBreakFunc))Docs: For BlueprintCallable functions, indicates that the function should be displayed the same way as a standard Break Struct node.
https://unreal-garden.com/docs/ufunction/#nativebreakfunc
#UnrealEngine
ValidEnumValues
UPROPERTY(meta=(ValidEnumValues="abc"))
"Restricts the allowed enum values to those listed in the string."
https://unreal-garden.com/docs/uproperty/#validenumvalues
#UnrealEngine
Did a new blog on how I pull off 6k mooks running across a field in (which is only for backers for now),
but last month's blog on hitstop is public now so you can read that instead! https://www.patreon.com/posts/125461479/
DontAutoCollapseCategories
UCLASS(DontAutoCollapseCategories="abc")Docs: Negates the AutoCollapseCategories Specifier for the listed categories inherited from a parent class.
https://unreal-garden.com/docs/uclass/#dontautocollapsecategories
#UnrealEngine
Flights and accommodation booked for Unreal Fest Stockholm in September! If you're attending and would like to chat about anything #unrealengine or EOS related, let me know! #gamedev
EditInlineNew
UCLASS(EditInlineNew)Docs: Indicates that Objects of this class can be created from the Unreal Editor Property window, as opposed to being referenced from an existing Asset. The default behavior is that only references to existing Objects may be assigned through the Property window). This Specifier is propagated to all child classes; child classes can override this with the NotEditInlineNew Specifier.
https://unreal-garden.com/docs/uclass/#editinlinenew
#UnrealEngine
Did a crazy test to avoid textures XD
Nanite Barrel (300k) + Vertex paint Baked Textured.
I did other test with 1m tris, that preserves better details but on zoom-out clusters merge faster and too much popping. 300k seems a good trade of.
Sorry, I just crawled out of my dev cave. Can someone explain what the hell "vibe coding" is before I vibe myself into another 200-hour feature creep?
PerObjectConfig
UCLASS(PerObjectConfig)Docs: Configuration information for this class will be stored per Object, where each object has a section in the .ini file named after the Object in the format . This Specifier is propagated to child classes.
https://unreal-garden.com/docs/uclass/#perobjectconfig
#UnrealEngine
Unreal Engine plugin to enable editing meta data of Blueprint Properties, Functions, and Function and Event Parameters. https://github.com/DoubleDeez/MDMetaDataEditor
#UnrealEngine
Got a crop idea?
Collecting New Crop Ideas for the Next Update!
This pack already has 34 different crops to grow. Now it's time to grow even more!
Explore Our Game Asset Library:
linktr.ee/assethunts
Seid ihr schon in der Provinz Cyrodiil unterwegs? Der Kult-Klassiker Oblivion strahlt in neuem Glanz , aber leider gibt es auch Schattenseiten.
ZumArtikel: https://heise.de/-10359035?wt_mc=sm.red.ho.mastodon.mastodon.md_beitraege.md_beitraege&utm_source=mastodon
Ghislain Girardot has another incredibly detailed tutorial on how to procedurally generate waterfalls. https://www.youtube.com/watch?v=O2BLqPK5SLg
#UnrealEngine
Started just as a visual test but damn.... 1k poly chassis
#UnrealEngine #UE5 #Gamedev #Indiedev
A categorized collection of awesome opensource Unreal Engine 4 and 5 repos. https://github.com/insthync/awesome-unreal
#UnrealEngine
FullyExpand
UPROPERTY(meta=(FullyExpand=true))
(No comment or documentation yet...)
https://unreal-garden.com/docs/uproperty/#fullyexpand
#UnrealEngine