Alex 🦅

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Alex 🦅

Alex 🦅

@OutoftheboxP

I showcase hidden Unreal Engine gems and share terrible game dev advice. Currently working on analytics for Unreal Engine projects Demo: https://t.co/dWbQYvmrR2

🗺️ Katılım Ağustos 2019
472 Takip Edilen4.4K Takipçiler
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Alex 🦅
Alex 🦅@OutoftheboxP·
And we are live: ~ cd Engine\Source\Programs\Horde\HordeDashboard ~ npx @outoftheboxplugins/horde-plugins-cli storage-reporter ~ cd Engine\Source\Programs\Horde\HordeServer ~ dotnet add HordeServer.csproj package OutOfTheBoxPlugins.HordeStorageReporter
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Alex 🦅
Alex 🦅@OutoftheboxP·
@Matavatar It breaks down the artifacts distribution for CI. So you can see you have 3TB of packaged game version, 500GB of debug symbols, 2GB of logs.
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Alex 🦅
Alex 🦅@OutoftheboxP·
And we are live: ~ cd Engine\Source\Programs\Horde\HordeDashboard ~ npx @outoftheboxplugins/horde-plugins-cli storage-reporter ~ cd Engine\Source\Programs\Horde\HordeServer ~ dotnet add HordeServer.csproj package OutOfTheBoxPlugins.HordeStorageReporter
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Alex 🦅
Alex 🦅@OutoftheboxP·
My plans for the future Npmjs & NuGet are good enough. But Dashboard & server plugins are very coupled. The CLI should install a "bundle" (both server & dashboard) A single: npx npx @outoftheboxplugins/horde-plugins-cli storage-reporter should add both to streamline install
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Alex 🦅
Alex 🦅@OutoftheboxP·
Horde Dashboard It's a more work than I was expecting. I think for internal studio development things are nice. It's much easier to track code in "plugins" than "node_modules" and a single line in registry.ts is easy. But distributing plugins had some solveable hicups.
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Alex 🦅@OutoftheboxP·
Some thoughts on distributing plugins for Horde after successfully shipping 1 api route & 1 view with a table. tldr; it works! details below 🧵
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Gregor Gullwi
Gregor Gullwi@GregorGullwi·
Not even through half of May... I think I need to stop my addiction/long running Copilot agent sessions in June 😅
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Alex 🦅
Alex 🦅@OutoftheboxP·
@ThomasMansencal Thank you, thank you. I had some unexpected irl roadblocks last night but will follow up with the first bits soon.
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Alex 🦅
Alex 🦅@OutoftheboxP·
After years as an Unreal Plugin Developer, I'm thrilled to announce I've self-promoted myself to Horde Plugin Developer. Here is the full journey, lessons learned, tips and tricks, source code, and my thoughts on what it means for studios outside Epic. A thread 🧵
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Alex 🦅
Alex 🦅@OutoftheboxP·
@virtualfilmer I don't think it would help much in non-game industries, but definitly look around, it might be something I am missing.
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Alex 🦅
Alex 🦅@OutoftheboxP·
What VCS are you on? In my opinion the VCS setup for Project & Engine is solved since we have the "Unreal way" article from Ari. Regarding Teamcity, I've worked in teams doing both and I find it's quiet the opposite: - if you use the vanilla engine: it's a horrible manual process because the Epic Launcher doesn't have a CLI to install engine versions - if you use a git fork (even just to add null-checks to avoid crashes): you need to make a pipeline to build the engine and then reference hardcode it in all pipelines I much rather prefer the VCS download contains both the engine & project. So I know when I run a build, everything is up to date.
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Ratchet?!
Ratchet?!@AnotherRatchet·
@OutoftheboxP Did you find a way around having to store a copy of UE in your VCS to build with Horde and UGS? Seems like the biggest problem point for smaller teams. Its easier to spin up a TC instance and point it to a local copy of UE.
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