Unreal Directive (@unrealdirective) 's Twitter Profile
Unreal Directive

@unrealdirective

Committed to delivering high-quality, easy-to-understand #UnrealEngine resources that follow best development practices, all created and maintained by @Tezenari

ID: 1448437170759294976

linkhttps://unrealdirective.com calendar_today13-10-2021 23:55:19

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Unreal Directive (@unrealdirective) 's Twitter Profile Photo

Last night I released v1.3 of UDCore, which brought 7 new functions and 2 function updates. Got any suggestions for new features? I'd love to hear them!

Last night I released v1.3 of UDCore, which brought 7 new functions and 2 function updates.

Got any suggestions for new features? I'd love to hear them!
Unreal Directive (@unrealdirective) 's Twitter Profile Photo

Some of you were curious about the "Array_NextIndex" and "Array_PrevIndex" functions and their use cases. It basically simplifies getting the next or previous valid index of the array. In the case for "Array_NextIndex" -- - If the array is not valid, return -1 (INDEX_NONE). -

Some of you were curious about the "Array_NextIndex" and "Array_PrevIndex" functions and their use cases. It basically simplifies getting the next or previous valid index of the array. 

In the case for "Array_NextIndex" --
- If the array is not valid, return -1 (INDEX_NONE).
-
Unreal Directive (@unrealdirective) 's Twitter Profile Photo

I developed a sleek list of Unreal Engine console commands & variables over on my website. While there's still more work that needs to be done, I'm pretty proud of it. Is there anything missing on it that I should consider adding? unrealdirective.com/resources/cons…

Unreal Directive (@unrealdirective) 's Twitter Profile Photo

Another great resources from Chris that goes over many useful (and hidden) features in Unreal Engine! I recommend giving it a watch, you'll definitely learn something new 😉

Chris Murphy (@highlyspammable) 's Twitter Profile Photo

Gameplay Tags in Unreal are incredibly underrated! Create tags for attributes like ‘has red key’ or ‘has been to castle’. Then designers can set tag queries as variables on things to control game logic without having arbitrary bools on their character to describe things. #UETips

Unreal Directive (@unrealdirective) 's Twitter Profile Photo

Gameplay Tags have been one of my go-to features since I discovered them a long while back. Not only are they lightweight, but they are also incredible versatile. I recommend checking them out 👍

Unreal Directive (@unrealdirective) 's Twitter Profile Photo

When dealing with Gameplay Tags in #UnrealEngine, remember that you can declare and define them in C++ using built-in macros - UE_DECLARE_GAMEPLAY_TAG_EXTERN - UE_DEFINE_GAMEPLAY_TAG - UE_DEFINE_GAMEPLAY_TAG_STATIC I explain it in a bit more detail here unrealdirective.com/tips/declare-d…

Chris Murphy (@highlyspammable) 's Twitter Profile Photo

A really cool feature that snuck into Unreal Engine 5.4 is Landmass Erosion. You can set up your standard landscape then drop this in to make it do an erosion pass on your environment. Only a couple of clicks for a glow up. Check it out! #UETips

Unreal Sensei (@unrealsensei) 's Twitter Profile Photo

Epic Games will no longer offer the Quixel Megascans library for free starting next year. A big reason a lot of people started using Unreal Engine is for the free library. Now each Megascan asset will be a separate payment.

Tim Sweeney (@timsweeneyepic) 's Twitter Profile Photo

Unreal Sensei They'll be free from Fab launch to the end of 2024. Get them for free in that timeframe and you'll own them forever, like free games on the Epic Games Store: x.com/quixeltools/st…

Unreal Engine (@unrealengine) 's Twitter Profile Photo

We are Mega excited about this in particular 🔦 MegaLights, a new experiential feature in 5.5, enables artists to use orders of magnitude more lights. They are movable and dynamic, with realistic area shadows, and can light volumetric fog. See this capture of our live, real-time

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! 🌟
Unreal Directive (@unrealdirective) 's Twitter Profile Photo

Exited to share a new resource: a complete list of Unreal Engine keyboard shortcuts! Search, filter, discover shortcuts to help simplify your workflow. Check it out here: unrealdirective.com/resources/keyb…