Kristóf Morva 👾 (@kristofmorva) 's Twitter Profile
Kristóf Morva 👾

@kristofmorva

Coding at @CDPROJEKTRED, ex @ZenIndies, at nights @PolarsGame.

Also at @kristofmorva.bsky.social

ID: 2412930091

linkhttp://moddb.com/members/icore/mods calendar_today26-03-2014 17:35:44

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Kristóf Morva 👾 (@kristofmorva) 's Twitter Profile Photo

When you're in a full-screen menu, you can disable world rendering in #UnrealEngine, so even if your game runs with 30/60 FPS, your menu can be super-duper responsive and run with two quadrillion FPS (empirical value). #UETips #UE4 #UE5

When you're in a full-screen menu, you can disable world rendering in #UnrealEngine, so even if your game runs with 30/60 FPS, your menu can be super-duper responsive and run with two quadrillion FPS (empirical value).

#UETips #UE4 #UE5
Kristóf Morva 👾 (@kristofmorva) 's Twitter Profile Photo

If you expose a function to #UnrealEngine Blueprints, you don't have to live with the ugly "Return Value" pin name. Just use the "ReturnDisplayName" meta tag, and you can strip the shackles of meaninglessness! #UETips #UE4 #UE5

If you expose a function to #UnrealEngine Blueprints, you don't have to live with the ugly "Return Value" pin name. Just use the "ReturnDisplayName" meta tag, and you can strip the shackles of meaninglessness!

#UETips #UE4 #UE5
Kristóf Morva 👾 (@kristofmorva) 's Twitter Profile Photo

In case you didn't know this, #UnrealEngine has an Asset Picker (Ctrl+P) which supports fuzzy search by asset / folder / type name, etc. Pressing ENTER will even automatically open the first result, so it's super-duper quicky-quick to find your asset with this! #UETips #UE4 #UE5

In case you didn't know this, #UnrealEngine has an Asset Picker (Ctrl+P) which supports fuzzy search by asset / folder / type name, etc. Pressing ENTER will even automatically open the first result, so it's super-duper quicky-quick to find your asset with this!

#UETips #UE4 #UE5
Kristóf Morva 👾 (@kristofmorva) 's Twitter Profile Photo

I've also met overreacting companies where even open source projects had to be approved beforehand (and commercial indie was an absolute no-go), but CDPR is also very reasonable at this! Unless you're competing, it's all good.

Kristóf Morva 👾 (@kristofmorva) 's Twitter Profile Photo

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"))

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"))
Kristóf Morva 👾 (@kristofmorva) 's Twitter Profile Photo

coat commit (Zen): "you submit your change with your coat already on", e.g. friday afternoon (which then obviously breaks the build when you're not there anymore) chicken test (CDPR): you start the quest somewhere in the middle (at *this* scene, after *that* event, etc)

Kristóf Morva 👾 (@kristofmorva) 's Twitter Profile Photo

Another sneaky undocumented feature I have made for UE 5.4 is searching shortcuts by their bound keys (with the KeyBinding="Escape" format), so if you know you wanna rebind "Escape", but don't know how the action is named, now you can find it! ⌨

Another sneaky undocumented feature I have made for UE 5.4 is searching shortcuts by their bound keys (with the KeyBinding="Escape" format), so if you know you wanna rebind "Escape", but don't know how the action is named, now you can find it! ⌨
Kristóf Morva 👾 (@kristofmorva) 's Twitter Profile Photo

TIL in UE5 you can make a comment not show up in the editor if it's specifically for the eyes of C++ coders with //~ and /*~ blocks 🧑‍💻 No more confusing "see UEngine::ParseCommandline for details" tooltips for designers!

TIL in UE5 you can make a comment not show up in the editor if it's specifically for the eyes of C++ coders with //~ and /*~ blocks 🧑‍💻

No more confusing "see UEngine::ParseCommandline for details" tooltips for designers!
Kristóf Morva 👾 (@kristofmorva) 's Twitter Profile Photo

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! 🌟

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! 🌟
Kristóf Morva 👾 (@kristofmorva) 's Twitter Profile Photo

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 🪄

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 🪄
Kristóf Morva 👾 (@kristofmorva) 's Twitter Profile Photo

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? ⚠️

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? ⚠️