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#UnrealEngine4

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Are there any resources out there on modding Unreal Engine 4 games?

I know it’s relatively easy to decrypt the asset files and stuff, and maybe even to decompile the game, but then how would I get the edited stuff back into the game (and in a distributable way)?

Should I expect the game to be able to load the edited asset file without encryption alongside to the encrypted ones, since I probably wouldn’t be able to encrypt it with the same key as them, or nah?

Hey #UnrealEngine code plugin devs, I'm releasing the code I use for my plugins to make #UE4 & #UE5 support a lot easier.

github.com/sbseltzer/VersionMa

Includes better macros for checking engine version and automatic prebuild scripts to work around the preprocessor limitations in UnrealHeaderTool, allowing you to `#if` out blocks of code that contain Unreal "magic macros". This allows you to maintain backwards compatibility without forsaking modern Unreal features. Includes installation instructions and examples of using it.

Feedback is appreciated! I'd also appreciate Linux users to verify it works for them.

Helpful macros & prebuild scripts for supporting plugins across many versions of Unreal Engine. - sbseltzer/VersionMacros
GitHubGitHub - sbseltzer/VersionMacros: Helpful macros & prebuild scripts for supporting plugins across many versions of Unreal Engine.Helpful macros & prebuild scripts for supporting plugins across many versions of Unreal Engine. - sbseltzer/VersionMacros

#UnrealTips: Toggle Node Purity! Gets and Casts have both pure and impure forms. Right click the node and you'll see an option for it.

Stop using IsValid where possible. Convert get nodes to impure get nodes if you need to branch on their validity.

Need to check if something can be casted as a bool? Or maybe you don't care if the cast fails? Convert it to a pure cast node!

Performance Note: Impure nodes get re-evaluated for each exec node input pin that depends upon them, so if the outputs of the pure node are relatively expensive (such as casting or non-trivial functions) and getting reused a lot in the same execution chain, consider using a macro to explicitly cache it (I've added an image), or just stick with the impure cast.

I'm not saying you should always change node purity, but doing so can make your graphs a lot more readable!

(and don't forget to boost if you want others to see this!)