Dylan

173 posts

Dylan banner
Dylan

Dylan

@DoubleDeez

Senior UI Systems Programmer @UnrealEngine @EpicGames | Prev: @FSGMultiplayer, @Splitgate, @CoalitionGears

Canada เข้าร่วม Temmuz 2008
436 กำลังติดตาม223 ผู้ติดตาม
Dylan รีทวีตแล้ว
Alex 🦅
Alex 🦅@OutoftheboxP·
If you do editor customizations in Unreal Engine, enable the SlateIM plugin and run: SlateIM.ToggleSlateStyleBrowser Thank me later.
Alex 🦅 tweet media
English
3
8
76
4.3K
Dylan รีทวีตแล้ว
UE5攻略インフォ
UE5攻略インフォ@UnrealStudyInfo·
UE5.6で導入された Slate IM プラグインについての解説する講演が公開されました。 youtube.com/watch?v=zilYOy… デバッグ機能などを構築する際に、この機能の確認をしておくと効率が上がりそうです。C++
YouTube video
YouTube
日本語
0
9
40
3.9K
Milton (elementalcode)
Milton (elementalcode)@MiltonCandelero·
I had worked with Lyra for so long that I forgot that the Common UI base implementation of TabList is not functional 😅
English
1
0
5
219
Dylan
Dylan@DoubleDeez·
@kiaran_ritchie There's also DisableOptimizeCode you can use in your BuildConfiguration.xml, then you don't need to remember to remove it.
English
0
0
0
11
Dylan รีทวีตแล้ว
Ondrej Hrušovský
Ondrej Hrušovský@Skylonxe·
Do you like immediate mode UI libraries like Dear ImGui? There is now experimental SlateIM plugin in ue5-main which provides immediate API for Slate. github.com/EpicGames/Unre…
Ondrej Hrušovský tweet mediaOndrej Hrušovský tweet media
English
7
24
119
9.3K
Dylan รีทวีตแล้ว
Sharundaar
Sharundaar@Sharundaar·
New article ! Let's dive into the notion of screen DPI and how unreal has its own implementation to help us make more responsive UI 😄 Might also provide some hints as to what's in those widgets FGeometry 👀 Hope you enjoy ! #unreal #UE5 #gamedev sharundaar.github.io/unraveling-the…
English
1
5
12
579
Dylan
Dylan@DoubleDeez·
@Sharundaar Sometimes you gotta give a subpar answer to motivate the other people to give a better answer.
English
1
0
1
24
Sharundaar
Sharundaar@Sharundaar·
Sometimes, staying sane means someone ask something, you know the answer, but you don't answer. Sometimes other people closer to the subject also know the answer and deal with it better than you
English
1
0
2
105
Dylan รีทวีตแล้ว
Quod Soler ☀️
Quod Soler ☀️@QuodSoler·
if you struggle finding documentation for some Unreal Engine feature... Remember. The .h files are the docs.
English
12
15
198
11K
Dylan
Dylan@DoubleDeez·
@Sharundaar You're in Canada, right? Simple tax is pretty dope (by Wealthsimple)
English
1
0
1
41
Sharundaar
Sharundaar@Sharundaar·
Welp, I guess I'll find something else to fill my taxes
Sharundaar tweet media
English
1
0
3
164
Alex
Alex@gackdaw·
@QuodSoler Yeah I love this. Wish it could be done through blueprint properties too sometimes, for speed
English
2
0
1
92
Quod Soler ☀️
Quod Soler ☀️@QuodSoler·
If you have a FGameplayTag property you can use the "meta" property "Categories" to only show certain tags in the editor dropdown. In this simple example, all this tags will only show tags under "Quod.Animation.<Whatever>". It's useful to keep things organized and user friendly.
Quod Soler ☀️ tweet media
English
6
11
86
3.7K
Dylan
Dylan@DoubleDeez·
@DMeville You can use the "obj refs name=NameOfMyWidget" command to see what's keeping it alive.
English
0
0
2
46
Dylan Meville
Dylan Meville@DMeville·
@DoubleDeez Yeah this is what I was curious about, trying to see if it is _actually_ getting removed all the way. Running that command does NOT make it disappear from the list. So I'm confused why it's being kept around. Any idea? Seems like it is not being gc'd and never being deleted
English
2
0
1
541
Dylan Meville
Dylan Meville@DMeville·
What is the correct way to destroy a UI widget in unreal? In the level bp I creating it, adding it to viewport, and storing a ref to it (img 1), when I want it gone I remove from parent, and set the ref to it to null (img 2). But obj shows (No Slate Widget) still in the debugger
Dylan Meville tweet mediaDylan Meville tweet media
English
13
6
68
9.7K
Dylan
Dylan@DoubleDeez·
@DMeville Yeah you can run the command "obj gc" to test that it properly cleans up with garbage collection.
English
1
0
1
93
Dylan Meville
Dylan Meville@DMeville·
Like I would assume that it would not show up from the debug object list, but it shows still just now with (No slate widget) in its name. Is that…fine?
English
2
0
1
1.2K
Dylan
Dylan@DoubleDeez·
@OMSmolina I haven't been able to find a reverse KVM that does what we want for 2x3 monitor setups (let alone 3x3). Anything even close only supports low resolutions. So you're probably best going that approach. I might eventually crack them open and wire them up to a single button.
English
1
0
1
22
Oscar Molina
Oscar Molina@OMSmolina·
Does anyone know of a KVM for monitors or any system that can do this? I want to have triple monitor like the drawing and whenever I want I can transfer the signal to the other 3 monitors group, only 3 monitors should be active.
Oscar Molina tweet media
English
1
0
2
123
Oscar Molina
Oscar Molina@OMSmolina·
@DoubleDeez Thanks for answering! What DisplayPort Switches do you have?🤔
English
1
0
1
16
Dylan
Dylan@DoubleDeez·
@DMeville Try adding DefaultBuildSettings = BuildSettingsVersion.Latest; in your .builds.cs
English
0
0
1
93
Dylan Meville
Dylan Meville@DMeville·
Trying to rebuild my project solution for forked version of UE5.4 with rider. And getting this error. "default member initializers for bit-fields requires at least '/std:c++20'", how fix?
English
2
0
3
1.6K
Dylan
Dylan@DoubleDeez·
@DMeville I think that works with " as well
English
0
0
1
51
Dylan Meville
Dylan Meville@DMeville·
Today I learned in Rider if you have text selected and press the (' or ')' key on your keyboard, it will add BOTH opening and closing parentheses WRAPPED around the selected text. omg
English
1
0
4
1.1K
Dylan
Dylan@DoubleDeez·
@Sharundaar FBlueprintEditor::GetVarIconAndColorFromProperty and SLayeredImage are nice if you're working with FPropertys (and also supports TMap icons)
English
0
0
3
97