Constantine Romakhov

320 posts

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Constantine Romakhov

Constantine Romakhov

@solessfir

Unreal Engine | Senior Gameplay Programmer

Warsaw, Poland Katılım Mayıs 2011
130 Takip Edilen113 Takipçiler
Constantine Romakhov
Constantine Romakhov@solessfir·
@DrNovaDesign I haven't measured the diff, and to be honest I'd not bother switching, especially if it requires a lot of refactoring. You can try it on the empty project and see if it is more convenient to use, and then decide.
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Cole | Nova | Gameplay Designer
@solessfir The UX there seems a bit different, no? Is there any performance gains using the new system. I migrated the Lyra plugin to my project and use it pretty much everywhere (more or less). Wondering if it's actually worth changing over to this vs sticking with GameplayMessages.
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Constantine Romakhov
Constantine Romakhov@solessfir·
UE 5.7 comes with the Async Message System (aka Lyra’s Gameplay Message Router v2.0). See comments for C++ usage 🧵 #UE5 #UETips
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Niels Lanting
Niels Lanting@niels_lanting·
@solessfir Seems like it got updated quite a bit. Desired Endpoint is new. FInstancedStruct messages instead of UScriptStruct. Will they deprecate the GameplayMessageRouter in Lyra and migrate it to this system?
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Constantine Romakhov
Constantine Romakhov@solessfir·
Struggling when your function takes a raw pointer, but your class member stores `TObjectPtr`? Unreal Engine has built-in `TObjectPtr` converters! #UE5
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Alex 🦅
Alex 🦅@OutoftheboxP·
Fun fact: Those fields from the splash screen are super easy to customize
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Alex 🦅
Alex 🦅@OutoftheboxP·
Pro tip: You can restrict a plugin's modules loading by target and/or configuration.
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Alex 🦅
Alex 🦅@OutoftheboxP·
If you have a lot of console commands in your project, this is for you. You can add premade autocomplete entries in the console for your team. No more guess the correct arguments or syntax. And you can even assign custom colors.
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Constantine Romakhov
Constantine Romakhov@solessfir·
@OutoftheboxP OMG, this is exactly what I want to do, but have no time for it, yet. Will be grateful for any code snippets 😉
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Alex 🦅
Alex 🦅@OutoftheboxP·
Playing with SlateIM has been nice. But I really miss the top toolbar from Cog/ImGui. So I've started building a plugin on top of SlateIM to bring it back.
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Alex 🦅
Alex 🦅@OutoftheboxP·
Don't do it but... You can include headers from other private module folders by specifying the path via PublicIncludePaths or PrivateIncludePaths.
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Alex 🦅
Alex 🦅@OutoftheboxP·
You can use SetCategorySortPriority on the Project Settings or Editor Preferences Settings containers to re-order categories. This way you can even put your own plugins above the `Engine` section for easy access.
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Alex 🦅
Alex 🦅@OutoftheboxP·
I found the checkbox to unlock happiness. It doesn't automatically solve all bugs for you, but it makes debugging multiplayer easier for Rider & Unreal Engine. Please tell me I wasn’t the only one living without this.
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Alex 🦅
Alex 🦅@OutoftheboxP·
Now that "games are too big" drama is over, let's take a look at the different compression levels available in Unreal Engine. You will probably never use any of this, but I have nice graphs inside. A thread 🧵
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Alex 🦅
Alex 🦅@OutoftheboxP·
If you need to create UObject from inside Slate Widgets (or other non-UObject contexts), you can use TStrongObjectPtr to store the object. This will prevent it from getting garbage collected while the variable is in scope.
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Alex 🦅
Alex 🦅@OutoftheboxP·
While everyone is busy debating Unreal Engine vs custom engine, go for the gigachad move and build your own IDE. If this feels like a distraction from shipping your game, well, it is. Anyway, if you accidentally build an IDE, here is how to connect it to Unreal. A thread 🧵
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Ondrej Hrušovský
Ondrej Hrušovský@Skylonxe·
@theredpix @solessfir You should really reconsider staying on latest UE and just getting rid of slow parts. There were literally hundreds of obscure engine bugs I had to fix since 5.0. I can not imagine going back to it. Also important stuff like PSO precaching, DX12 improvements, parallel rendering.
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