Unreal Directive

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Unreal Directive

Unreal Directive

@UnrealDirective

Committed to delivering high-quality, easy-to-understand #UnrealEngine resources that follow best development practices, all created and maintained by @Tezenari

California, USA 가입일 Ekim 2021
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Unreal Directive
Unreal Directive@UnrealDirective·
So... I rebuilt the Unreal Directive website from the ground up. A sleek new design, vastly revamped resources, amongst other improvements. This is just the beginning, please let me know what you think 🙏 unrealdirective.com/updates/the-ne…
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Unreal Directive
Unreal Directive@UnrealDirective·
Exited to share a new resource: a complete list of Unreal Engine keyboard shortcuts! Search, filter, discover shortcuts to help simplify your workflow. Check it out here: unrealdirective.com/resources/keyb…
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Kristóf Morva 👾
Kristóf Morva 👾@KristofMorva·
Not as exciting as MegaLights, but my contribution to UE 5.5 is that now you can define drop-down options for your String / Name variables in BPs! :D Just create a function that returns an array, and select it in the Advanced panel. You can even use static C++ methods! 🌟
Kristóf Morva 👾 tweet mediaKristóf Morva 👾 tweet mediaKristóf Morva 👾 tweet media
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Unreal Engine
Unreal Engine@UnrealEngine·
We are Mega excited about this in particular 🔦 MegaLights, a new experiential feature in 5.5, enables artists to use orders of magnitude more lights. They are movable and dynamic, with realistic area shadows, and can light volumetric fog. See this capture of our live, real-time demo using Quixel Megascans and KitBash3D assets. #UnrealFest
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Tim Sweeney
Tim Sweeney@TimSweeneyEpic·
@UnrealSensei They'll be free from Fab launch to the end of 2024. Get them for free in that timeframe and you'll own them forever, like free games on the Epic Games Store: x.com/quixeltools/st…
Quixel@quixeltools

✨ Fab will be launching this October! When Fab goes live, new Megascans will be available exclusively on Fab and will be free for everyone under Fab’s Standard License from launch until the end of 2024.

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Unreal Sensei
Unreal Sensei@UnrealSensei·
Epic Games will no longer offer the Quixel Megascans library for free starting next year. A big reason a lot of people started using Unreal Engine is for the free library. Now each Megascan asset will be a separate payment.
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Chris Murphy
Chris Murphy@HighlySpammable·
A really cool feature that snuck into @UnrealEngine 5.4 is Landmass Erosion. You can set up your standard landscape then drop this in to make it do an erosion pass on your environment. Only a couple of clicks for a glow up. Check it out! #UETips
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Unreal Directive
Unreal Directive@UnrealDirective·
When dealing with Gameplay Tags in #UnrealEngine, remember that you can declare and define them in C++ using built-in macros - UE_DECLARE_GAMEPLAY_TAG_EXTERN - UE_DEFINE_GAMEPLAY_TAG - UE_DEFINE_GAMEPLAY_TAG_STATIC I explain it in a bit more detail here unrealdirective.com/tips/declare-d…
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Unreal Directive
Unreal Directive@UnrealDirective·
Gameplay Tags have been one of my go-to features since I discovered them a long while back. Not only are they lightweight, but they are also incredible versatile. I recommend checking them out 👍
Chris Murphy@HighlySpammable

Gameplay Tags in Unreal are incredibly underrated! Create tags for attributes like ‘has red key’ or ‘has been to castle’. Then designers can set tag queries as variables on things to control game logic without having arbitrary bools on their character to describe things. #UETips

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Chris Murphy
Chris Murphy@HighlySpammable·
Gameplay Tags in Unreal are incredibly underrated! Create tags for attributes like ‘has red key’ or ‘has been to castle’. Then designers can set tag queries as variables on things to control game logic without having arbitrary bools on their character to describe things. #UETips
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Unreal Directive
Unreal Directive@UnrealDirective·
@Dmitriy_Vusatiy Where do you think I got the initial data? 😆 Anyways, not everyone has Unreal open, accessible, or knowledge to generate it themselves. In addition, I plan on adding more information than what's generated.
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Unreal Directive
Unreal Directive@UnrealDirective·
I developed a sleek list of Unreal Engine console commands & variables over on my website. While there's still more work that needs to be done, I'm pretty proud of it. Is there anything missing on it that I should consider adding? unrealdirective.com/resources/cons…
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Unreal Directive
Unreal Directive@UnrealDirective·
Another great resources from Chris that goes over many useful (and hidden) features in Unreal Engine! I recommend giving it a watch, you'll definitely learn something new 😉
Chris Murphy@HighlySpammable

My Unfeatured Features of @UnrealEngine talk is now live! Go check it out here. I'd love to hear comments about what kind of stuff was useful in these talks. I always cut a lot to keep things in time so knowing what's particularly useful is great! #UETips youtube.com/watch?v=_BIZ3F…

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Peter D
Peter D@Peter87257618·
@UnrealDirective It would be awesome to be able to read pixel data from texture and put it into array. Or even shader data directly from the GPU. This way we could achieve a lighting/postprocess image data after render, and then RT our own texture details over it
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Unreal Directive
Unreal Directive@UnrealDirective·
Some of you were curious about the "Array_NextIndex" and "Array_PrevIndex" functions and their use cases. It basically simplifies getting the next or previous valid index of the array. In the case for "Array_NextIndex" -- - If the array is not valid, return -1 (INDEX_NONE). - If the next index is less than 0, return 0. - If the next index is less than or equal to the last index, return the next index. - If the next index is greater than the last index, and bLoop is enabled, return 0. Otherwise, return the last index. An example use-case would be an event driven incrementation, such as a UI carousel or moving to the next destination.
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Unreal Directive
Unreal Directive@UnrealDirective·
Released v1.3 of UDCore - Added multiple clipboard-based functions - Added `Array_NextIndex` & `Array_PrevIndex` - Added `GetProjectVersion` - Improved `Async Move to Location` - Replaced `SortStringArray` with `GetSortedStringArray` Full Changelog: udcore.unrealdirective.com/docs/changelog
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