dalton

523 posts

dalton

dalton

@daltooooon

Technical Director @oml_games https://t.co/rvrR1Z8J3Z @EpicGames alumn

Poland Katılım Mayıs 2010
664 Takip Edilen1.4K Takipçiler
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Michał Azarewicz
Michał Azarewicz@Mazarewicz·
We did it. 🤯🥳 Super proud of the @oml_games team. We are NOT DONE yet.
One More Level@oml_games

We’re proud to share that @ValorMortis has won four awards at @PoznanGameArena 2025 from @ignpoland: 🏆 Best Game PGA 2025 – IGN Poland Editors’ Choice 🏆 Best Game PGA 2025 – Community Award 🇵🇱 Best Polish Game PGA 2025 – IGN Poland Editors’ Choice 🇵🇱 Best Polish Game PGA 2025 – Community Award A massive thank you to everyone who voted for us and to the IGN Polska team! It's an honour for us! Also congratulations for Hellreaper (@AwesomeGamesStd) and Flamecraft (@monstercouch) for winning in Indie category! Read more (in PL): pl.ign.com/pga/67917/feat…

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Ari Arnbjörnsson
Ari Arnbjörnsson@flassari·
Want to join me as a speaker at Unreal Fest Stockholm on September 22-24? Speakers get a free conference ticket and hotel accommodation, check the details and submit your talk right here: cvent.com/c/abstracts/f0…
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dalton
dalton@daltooooon·
@OutoftheboxP @QUANDINI_ Nah, sorry to 'correct' you, I was just curious if there's any new shiny thing! Head is for thinking, not remembering
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Alex 🦅
Alex 🦅@OutoftheboxP·
@daltooooon @QUANDINI_ I couldn't remember the name. I was indeed talking about IdeaVim. The downsides of posting before getting coffee. Sorry!
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Alex 🦅
Alex 🦅@OutoftheboxP·
If you ever dealt with Unreal Engine logs, you need to give the Unreal Console a try. Here are all the cool features it provides and why you should switch to it today. A thread 🧵
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dalton
dalton@daltooooon·
@OutoftheboxP @QUANDINI_ I'm also vouching for EzArgs! By VIM emulator do you mean IdeaVim? Or is there something else I should check out? IdeaVim is really good, but I'm a sucker for anything Vim that I haven't yet tried!
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Alex 🦅
Alex 🦅@OutoftheboxP·
@QUANDINI_ Yep, EzArgs is the best (alongside the VIM emulator)
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dalton
dalton@daltooooon·
@ernerfeldt @rerundotio I think this is the best implementation of a non-destructive workflow I've seen so far
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dalton
dalton@daltooooon·
Hanging out somewhere else
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dalton
dalton@daltooooon·
@flassari Ok, I see that in your example you meant an asset that *isn't committed yet*. With our workflow and team size it's a super rare thing, so we're never worried about this case (easy to find an fix for us + we talk about it). I agree if you're a much larger team, it's a real issue.
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dalton
dalton@daltooooon·
@flassari I so agree when it comes to Casts (and others)! But - doesn't the cmd for fixing up redirectors take checkouts into account? Also, I've come across many random issues in the past that I resolved by fixing up a few redirectors - do you mean I should expect no such bugs anymore?
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Ari Arnbjörnsson
Ari Arnbjörnsson@flassari·
We had a full room at #UnrealFest for Myth-busting "Best Practices" in Unreal Engine 🤘 "Hi from Seattle!" 👋
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dalton
dalton@daltooooon·
@ChrisZukoArt hahaha yeah, to be honest I've never dealt with seeds in Unreal personally, but I feel you. sometimes it's misbehaving where you would expect this the least. part of its beauty :D
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chriszuko
chriszuko@ChrisZukoArt·
@daltooooon haha, its alright :P every project I've worked on runs into this issue.. always starts with "Why aren't random streams working properly.. ohh right"
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chriszuko
chriszuko@ChrisZukoArt·
Why... is this const? What's the point of using the stream then?? #UnrealEngine
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chriszuko
chriszuko@ChrisZukoArt·
@daltooooon Yeap .. maybe something changed along the way because heres the issue tho.. it doesnt work. Try using these functions in C++ or Blueprint. The seed does not mutate as expected :/
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dalton
dalton@daltooooon·
@ChrisZukoArt Not sure if you checked, but the Seed is actually declared as `mutable` which invalidates the const stuff. I find it funny in c++ that consts are purely a virtual construct resolved at compile time and can be overriden so easily with const_casts and other tricks or even mistakes
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chriszuko
chriszuko@ChrisZukoArt·
It's painful. Can't reset a const O.O
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Krzysiek Justyński
Krzysiek Justyński@MothDoctor·
This is a pure gold! I'm working with UE for a decade and I didn't know tools like UShell! You might not know things like P4VFS, RoboMerge, UnSync. And consider settting up UGS which is gamedev-specific frontend for P4. dev.epicgames.com/community/lear…
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dalton
dalton@daltooooon·
@joatski that's a lovely description!
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Michael Noland
Michael Noland@joatski·
We're a fully remote studio doing 4 day weeks, practicing a high-trust development model with a willingness/patience to iterate and continue to improve as we go forward, whether that be on design, technology, business processes, or culture.
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Krzysiek Justyński
Krzysiek Justyński@MothDoctor·
There's a new pre-compiled release of the Flow Graph plugin for UE5. An open-source implementation of the directed graph which is known in many engines. This is a community-driven release, as nearly all functional changes come from pull requests! :) github.com/MothCocoon/Flo…
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dalton
dalton@daltooooon·
@ChrisZukoArt I lately found // TODO and check(false) (with no further info or a message, not a checkf pr anything like this) following it in CancelAsyncLoading implementation. Ofc found it thanks to a suspicious, obscure crash when closing the game. Fun times :d
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chriszuko
chriszuko@ChrisZukoArt·
oh no
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