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#unrealengine

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Unreal🌱Garden<p>NoResetToDefault<br>UPROPERTY(meta=(NoResetToDefault))<br>"This hides the little return arrow that is shown to reset a value back to the value defined in the parent Blueprint or C++ class.<br>This can be especially useful for large structs or arrays, where you would want to avoid people being able to accidentally wipe the entire contents."<br><a href="https://unreal-garden.com/docs/uproperty/#noresettodefault" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">unreal-garden.com/docs/uproper</span><span class="invisible">ty/#noresettodefault</span></a><br><a href="https://mastodon.gamedev.place/tags/UnrealEngine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>UnrealEngine</span></a></p>
Unreal🌱Garden<p>Introduction to saving and loading using the `&lt;&lt;` operator. Also explains how to extend `FArchive`'s `&lt;&lt;` operator to allow it to serialize your own custom classes. <a href="https://www.orfeasel.com/saving-and-loading-your-progress/" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://www.</span><span class="ellipsis">orfeasel.com/saving-and-loadin</span><span class="invisible">g-your-progress/</span></a><br><a href="https://mastodon.gamedev.place/tags/UnrealEngine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>UnrealEngine</span></a></p>
Alien 👽 Max | 🇺🇦 gamedev<p>Sunday, I decided I needed to rest. So, I'm playing around with creating Material for energy fields... A workday is Unreal Engine, a day for rest is UE. It's some kind of curse. This is not the final version yet, but I already like it, energetic breathing</p><p><a href="https://mastodon.gamedev.place/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a> <a href="https://mastodon.gamedev.place/tags/indiedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>indiedev</span></a> <a href="https://mastodon.gamedev.place/tags/UnrealEngine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>UnrealEngine</span></a> <a href="https://mastodon.gamedev.place/tags/gaming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gaming</span></a> <a href="https://mastodon.gamedev.place/tags/videogames" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>videogames</span></a> <a href="https://mastodon.gamedev.place/tags/games" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>games</span></a> <a href="https://mastodon.gamedev.place/tags/HashtagGames" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>HashtagGames</span></a> <a href="https://mastodon.gamedev.place/tags/UE5" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>UE5</span></a></p>
Unreal🌱Garden<p>RowType<br>UPROPERTY(meta=(RowType="abc"))<br>"Only allows selecting a data table row with a specific type."<br><a href="https://unreal-garden.com/docs/uproperty/#rowtype" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">unreal-garden.com/docs/uproper</span><span class="invisible">ty/#rowtype</span></a><br><a href="https://mastodon.gamedev.place/tags/UnrealEngine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>UnrealEngine</span></a></p>
Alien 👽 Max | 🇺🇦 gamedev<p>Night prototype version 1. This drone doesn't want to be cleaning, it wants to make tracks or it's a smart AI and likes to draw. Next I'll change the approach and do an inversion, what it draws - it will be opacity for material and for example on a decal</p><p><a href="https://mastodon.gamedev.place/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a> <a href="https://mastodon.gamedev.place/tags/UnrealEngine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>UnrealEngine</span></a> <a href="https://mastodon.gamedev.place/tags/UE5" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>UE5</span></a> <a href="https://mastodon.gamedev.place/tags/indiedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>indiedev</span></a> <a href="https://mastodon.gamedev.place/tags/IndieGameDev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>IndieGameDev</span></a> <a href="https://mastodon.gamedev.place/tags/screenshotsaturday" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>screenshotsaturday</span></a> <a href="https://mastodon.gamedev.place/tags/scifi" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>scifi</span></a></p>
Unreal🌱Garden<p>AllowOnlyVisibleProperties<br>UPROPERTY(meta=(AllowOnlyVisibleProperties))<br>(No comment or documentation yet...)<br><a href="https://unreal-garden.com/docs/uproperty/#allowonlyvisibleproperties" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">unreal-garden.com/docs/uproper</span><span class="invisible">ty/#allowonlyvisibleproperties</span></a><br><a href="https://mastodon.gamedev.place/tags/UnrealEngine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>UnrealEngine</span></a></p>
Alien 👽 Max | 🇺🇦 gamedev<p>Saturday, time flies, so we need to use something that reduces game development time, thanks to Epic it is possible in Unreal Engine. Here for those who don't know how to make instanced static mesh without using PCG </p><p><a href="https://mastodon.gamedev.place/tags/UnrealEngine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>UnrealEngine</span></a> <a href="https://mastodon.gamedev.place/tags/UE5" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>UE5</span></a> <a href="https://mastodon.gamedev.place/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a> <a href="https://mastodon.gamedev.place/tags/indiedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>indiedev</span></a></p>
Ahmet Kamil Keleş 🎃🖥️<p>Another interesting glitch while I was working on a character animation in Unreal Engine.</p><p><a href="https://mastodon.social/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a> <a href="https://mastodon.social/tags/unrealengine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>unrealengine</span></a> <a href="https://mastodon.social/tags/horrorgames" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>horrorgames</span></a></p>
Unreal🌱Garden<p>LongPackageName<br>UPROPERTY(meta=(LongPackageName))Docs: Used by FDirectoryPath properties. Converts the path to a long package name<br><a href="https://unreal-garden.com/docs/uproperty/#longpackagename" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">unreal-garden.com/docs/uproper</span><span class="invisible">ty/#longpackagename</span></a><br><a href="https://mastodon.gamedev.place/tags/UnrealEngine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>UnrealEngine</span></a></p>
Pablo Garcia Garcia<p><a href="https://creators.social/tags/WIP" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>WIP</span></a> <a href="https://creators.social/tags/Vikings" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Vikings</span></a> <a href="https://creators.social/tags/Project" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Project</span></a> One of the most complicated assets from my project are the Rocky Mountains made with <a href="https://creators.social/tags/Zbrush" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Zbrush</span></a> <a href="https://creators.social/tags/Maya" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Maya</span></a> and <a href="https://creators.social/tags/SubstancePainter" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>SubstancePainter</span></a> also test it on <a href="https://creators.social/tags/Unreal5" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Unreal5</span></a> more coming soon!</p><p><a href="https://creators.social/tags/3d" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>3d</span></a> <a href="https://creators.social/tags/3dart" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>3dart</span></a> <a href="https://creators.social/tags/gameart" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gameart</span></a> <a href="https://creators.social/tags/lowpoly" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>lowpoly</span></a> <a href="https://creators.social/tags/realistic" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>realistic</span></a> <a href="https://creators.social/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a> <a href="https://creators.social/tags/pbr" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>pbr</span></a> <a href="https://creators.social/tags/realistic" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>realistic</span></a> <a href="https://creators.social/tags/enviorment" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>enviorment</span></a> <a href="https://creators.social/tags/leveldesign" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>leveldesign</span></a> <a href="https://creators.social/tags/unrealengine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>unrealengine</span></a> <a href="https://creators.social/tags/videogame" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>videogame</span></a> <a href="https://creators.social/tags/environment" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>environment</span></a> <a href="https://creators.social/tags/rock" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rock</span></a> <a href="https://creators.social/tags/mountain" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>mountain</span></a> <a href="https://creators.social/tags/fantasy" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>fantasy</span></a> <a href="https://creators.social/tags/medieval" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>medieval</span></a></p>
Unreal🌱Garden<p>UnsafeDuringActorConstruction<br>UFUNCTION(meta=(UnsafeDuringActorConstruction))Docs: This function is not safe to call during Actor construction.<br><a href="https://unreal-garden.com/docs/ufunction/#unsafeduringactorconstruction" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">unreal-garden.com/docs/ufuncti</span><span class="invisible">on/#unsafeduringactorconstruction</span></a><br><a href="https://mastodon.gamedev.place/tags/UnrealEngine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>UnrealEngine</span></a></p>
Alien 👽 Max | 🇺🇦 gamedev<p>Ok, Sci-Fi. Wake it up and let it walk. Finally I decided to do it, drones that will have different functions, the first ones are simple. And for this the doors need to have mechanisms for them. It's like a dog door. Also these little ones will be a part of the puzzle gameplay</p><p><a href="https://mastodon.gamedev.place/tags/games" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>games</span></a> <a href="https://mastodon.gamedev.place/tags/scifi" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>scifi</span></a> <a href="https://mastodon.gamedev.place/tags/videogames" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>videogames</span></a> <a href="https://mastodon.gamedev.place/tags/gaming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gaming</span></a> <a href="https://mastodon.gamedev.place/tags/HashtagGames" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>HashtagGames</span></a> <a href="https://mastodon.gamedev.place/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a> <a href="https://mastodon.gamedev.place/tags/indiedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>indiedev</span></a> <a href="https://mastodon.gamedev.place/tags/indiegame" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>indiegame</span></a> <a href="https://mastodon.gamedev.place/tags/UnrealEngine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>UnrealEngine</span></a></p>
maerchen1313 on Twitch<p>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 &amp; darkwave, too. Join us! --&gt; <a href="https://twitch.tv/maerchen1313" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="">twitch.tv/maerchen1313</span><span class="invisible"></span></a> </p><p><a href="https://mastodon.social/tags/music" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>music</span></a> <a href="https://mastodon.social/tags/radio" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>radio</span></a> <a href="https://mastodon.social/tags/art" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>art</span></a> <a href="https://mastodon.social/tags/digitalart" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>digitalart</span></a> <a href="https://mastodon.social/tags/comics" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>comics</span></a> <a href="https://mastodon.social/tags/anime" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>anime</span></a> <a href="https://mastodon.social/tags/Eldenwood" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Eldenwood</span></a> <a href="https://mastodon.social/tags/VTuber" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>VTuber</span></a> <a href="https://mastodon.social/tags/vshojo" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>vshojo</span></a> <a href="https://mastodon.social/tags/vsky" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>vsky</span></a> <a href="https://mastodon.social/tags/EBM" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>EBM</span></a> <a href="https://mastodon.social/tags/music" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>music</span></a> <a href="https://mastodon.social/tags/Vroid" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Vroid</span></a> <a href="https://mastodon.social/tags/vroidstudio" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>vroidstudio</span></a> <a href="https://mastodon.social/tags/unity" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>unity</span></a> <a href="https://mastodon.social/tags/blender" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>blender</span></a> <a href="https://mastodon.social/tags/unrealengine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>unrealengine</span></a> <a href="https://mastodon.social/tags/duneawakening" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>duneawakening</span></a> <a href="https://mastodon.social/tags/industrial" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>industrial</span></a> <a href="https://mastodon.social/tags/gothic" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gothic</span></a> <a href="https://mastodon.social/tags/goth" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>goth</span></a> <a href="https://mastodon.social/tags/darkwave" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>darkwave</span></a> <a href="https://mastodon.social/tags/synthesizer" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>synthesizer</span></a> <a href="https://mastodon.social/tags/ENVtuber" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ENVtuber</span></a> <a href="https://mastodon.social/tags/synthwave" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>synthwave</span></a> <a href="https://mastodon.social/tags/synthpop" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>synthpop</span></a> <a href="https://mastodon.social/tags/Twitch" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Twitch</span></a></p>
Unreal🌱Garden<p>BlueprintAuthorityOnly<br>UPROPERTY(BlueprintAuthorityOnly)Docs: This property must be a Multicast Delegate. In Blueprints, it will only accept events tagged with BlueprintAuthorityOnly.<br><a href="https://unreal-garden.com/docs/uproperty/#blueprintauthorityonly" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">unreal-garden.com/docs/uproper</span><span class="invisible">ty/#blueprintauthorityonly</span></a><br><a href="https://mastodon.gamedev.place/tags/UnrealEngine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>UnrealEngine</span></a></p>
Andreas Grois<p>I just spent way too much time trying to figure if releasing an RHIResource in <a href="https://mastodon.gamedev.place/tags/UnrealEngine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>UnrealEngine</span></a> would immediately free the corresponding GPU resource.</p><p>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.</p><p>In D3D12RHI for instance, the GPU resources are only freed once the corresponding FrameFence is completed, in FD3D12PoolAllocator::CleanUpAllocations().</p><p><a href="https://mastodon.gamedev.place/tags/GameDev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GameDev</span></a></p>
GameDevGlen<p>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. <a href="https://socel.net/tags/unreal" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>unreal</span></a> <a href="https://socel.net/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a> <a href="https://socel.net/tags/unrealengine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>unrealengine</span></a> <a href="https://www.youtube.com/watch?v=bqtqltqcQhw" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://www.</span><span class="">youtube.com/watch?v=bqtqltqcQhw</span><span class="invisible"></span></a></p>
Unreal🌱Garden<p>A runtime variable watch window for Unreal Engine using Dear ImGui. <a href="https://github.com/guitarfreak/PropertyWatcher" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">github.com/guitarfreak/Propert</span><span class="invisible">yWatcher</span></a><br><a href="https://mastodon.gamedev.place/tags/UnrealEngine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>UnrealEngine</span></a></p>
Unreal🌱Garden<p>Tutorial on how to use Unreal's Rich Text Block to make text wiggle. <a href="https://protowlf.com/unreal/printing-text-in-unreal/" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">protowlf.com/unreal/printing-t</span><span class="invisible">ext-in-unreal/</span></a><br><a href="https://mastodon.gamedev.place/tags/UnrealEngine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>UnrealEngine</span></a></p>
Tekno Fix - IT Solutions<p>Zorah | Unreal Engine 5.6 Demo</p><p><a href="https://mstdn.social/tags/Gaming" class="mention hashtag" rel="tag">#<span>Gaming</span></a> <a href="https://mstdn.social/tags/UnrealEngine" class="mention hashtag" rel="tag">#<span>UnrealEngine</span></a> <a href="https://mstdn.social/tags/GameArt" class="mention hashtag" rel="tag">#<span>GameArt</span></a> <a href="https://mstdn.social/tags/UE5" class="mention hashtag" rel="tag">#<span>UE5</span></a> <a href="https://mstdn.social/tags/3D" class="mention hashtag" rel="tag">#<span>3D</span></a> <a href="https://mstdn.social/tags/DigitalArt" class="mention hashtag" rel="tag">#<span>DigitalArt</span></a> <a href="https://mstdn.social/tags/3DArt" class="mention hashtag" rel="tag">#<span>3DArt</span></a> <a href="https://mstdn.social/tags/Tech" class="mention hashtag" rel="tag">#<span>Tech</span></a> <a href="https://mstdn.social/tags/News" class="mention hashtag" rel="tag">#<span>News</span></a> <a href="https://mstdn.social/tags/Computing" class="mention hashtag" rel="tag">#<span>Computing</span></a> <a href="https://mstdn.social/tags/TechNews" class="mention hashtag" rel="tag">#<span>TechNews</span></a> <a href="https://mstdn.social/tags/Technology" class="mention hashtag" rel="tag">#<span>Technology</span></a> <a href="https://mstdn.social/tags/GameDev" class="mention hashtag" rel="tag">#<span>GameDev</span></a> <a href="https://mstdn.social/tags/IndieDev" class="mention hashtag" rel="tag">#<span>IndieDev</span></a> <a href="https://mstdn.social/tags/IndieGameDev" class="mention hashtag" rel="tag">#<span>IndieGameDev</span></a> <a href="https://mstdn.social/tags/SoloDev" class="mention hashtag" rel="tag">#<span>SoloDev</span></a></p>
Andreas Grois<p>GPU Skinning in <a href="https://mastodon.gamedev.place/tags/UnrealEngine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>UnrealEngine</span></a> immediately allocates vertex buffers for all LODs when using morphs.</p><p>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.</p><p>We might be able to benefit form this in one of our projects, as many characters are never close to the camera.</p><p><a href="https://mastodon.gamedev.place/tags/GameDev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GameDev</span></a></p>