Kristóf Morva 👾

147 posts

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Kristóf Morva 👾

Kristóf Morva 👾

@KristofMorva

Coding at @CDPROJEKTRED, ex @ZenIndies. Wishlist Polars: https://t.co/T4NgTH8X1C!

Warsaw Katılım Mart 2014
100 Takip Edilen562 Takipçiler
Kristóf Morva 👾
Kristóf Morva 👾@KristofMorva·
no, my game is NOT going to have a feature with floppies just because it takes place in the 80s, I'm a responsible indie game dev, only working on marketable features, wdym I'm overscoping THIS IS STILL ME UNDERSCOPING
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James Baxter
James Baxter@_Jambax·
@perforce Be sure not to confuse "P4 Sync Desktop Client" (found on Page 1 of downloads) with "P4 Visual Client" (found on page 2 of downloads. 50+ software packages and not a single UX designer in sight.
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James Baxter
James Baxter@_Jambax·
If you can navigate Perforces' website, and find the latest version of P4V in less than 30 seconds I will send you a crisp "congratulations". Apparently they also rebranded "Helix Core (formally P4)" to "P4 (formerly Helix Core)"?
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Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
Almost 50% of the frame time is spent updating the AABB tree. Not surprised at all. Deep tree structures are cache-miss magnets. Also AABB culling accesses objects to read some flags. This kind of data should be embedded to the culling data structure. This is our next rewrite.
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DirtyCajunRice
DirtyCajunRice@DirtyCajunRice·
@KristofMorva missed part of the question: The dropdown is not a dropdown but rather the regular input field for string, text, etc.
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Kristóf Morva 👾
Kristóf Morva 👾@KristofMorva·
btw my proudest achievement in UE 5.4 is having introduced drop-downs for Name/String function params, no more hand-typed profile names in trace nodes! :D and now you can do this for your own nodes too super simply: UPARAM(Meta=(GetOptions="FunctionName"))
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Kristóf Morva 👾
Kristóf Morva 👾@KristofMorva·
@DirtyCajunRice Hmmm I'm unsure, it *should* work for FString params too (with string array GetOptions). The drop-down doesn't show up, or the GetOptions field is not visible, or...?
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DirtyCajunRice
DirtyCajunRice@DirtyCajunRice·
@KristofMorva @KristofMorva Love this add in. After testing it seems like it only works on FName params with FName array GetOptions. Did 5.5 break part of this feature?
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Kristóf Morva 👾
Kristóf Morva 👾@KristofMorva·
did you know that if you want to place some icon next to your text in unreal editor, you don't need to build any custom slate code with an image, you can just put unicode emojis in your string? ⚠️
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Kristóf Morva 👾
Kristóf Morva 👾@KristofMorva·
btw if you're on ☁️ blu skai, you can find me and my dumb posts there under the same username ^^
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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! 🌟
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Kristóf Morva 👾
Kristóf Morva 👾@KristofMorva·
Another UE 5.5 feature of mine is Value / Slider Ranges in Blueprint Structs! They were made in a generalized way, so adding other meta-tag driven property data here should be fairly simple in the future 🪄
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Kristóf Morva 👾
Kristóf Morva 👾@KristofMorva·
@meatAndWuxia @SeithCG That sounds about the right - since this feature is visual only, it'd definitely not modify existing values. Maybe you can overcome it in Construction Script, e.g. if the selected value is not valid, then set the default (first?) valid value 🤔
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Kristóf Morva 👾
Kristóf Morva 👾@KristofMorva·
@SeithCG Not as part this feature per se, but I wonder if it's updated automatically anyway when you change the first property (as EditConditions and whatnot would have to be reevaluated too) 🤔 One of us would have to try
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Seith
Seith@SeithCG·
@KristofMorva Right, but would the second dropdown update itself just after a new selection has been made in the first dropdown? Is there a way to mimic that behaviour somehow?
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Kristóf Morva 👾
Kristóf Morva 👾@KristofMorva·
@SeithCG You can try to achieve that by using the former variable in the drop-down function of the latter variable. I haven't tried it tbh, but it could work.
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Seith
Seith@SeithCG·
@KristofMorva That excellent!!! Is there a built-in callback so you can synchronize multiple dropdowns? Like choosing "animal" from a first dropdown would populate a second dropdown with the proper animal list? In other words dynamic updating based on user choice...
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Kristóf Morva 👾
Kristóf Morva 👾@KristofMorva·
@WoodyDevs It's purely editor UX, won't affect game code (unless I did something very wrong 🙈)
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Kristóf Morva 👾
Kristóf Morva 👾@KristofMorva·
@Darkere99 I'm glad if it's helpful! :D it works for Strings and Names (just return string / name array respectively), and you can type fully-qualified UFUNCTION names to display an array returned by a C++ function.
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Darkere
Darkere@Darkere99·
@KristofMorva Very exciting to me :D Does this only work for strings or also other types like Names? Also can you type something else than the suggested options?
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James Baxter
James Baxter@_Jambax·
@ChrisZukoArt I get why they did it - but apart from being annoying to type, why is "Yes" the default. Why would you want to potentially reallocate an array everytime you remove an item by default!?
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chriszuko
chriszuko@ChrisZukoArt·
Unreal 5.5 bAllowShrinking for SetNum on arrays was deprecated in favor of an Enum with the options "No", "Yes" Trying real hard to think of what a possible 3rd options would be XD "Maybe" "If you feel like it" #UnrealEngine
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Eren
Eren@intaxTR·
Anyone knows if its possible to make Rider or Visual Studio display the assembly of a function without triggering an exception? Or is there any way to automate a reverse engineering tool to find and display the function from PDB? (ideally with py or c#)
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