IsBindableEvent
UPROPERTY(meta=(IsBindableEvent=true))
"The same thing works if your property name ends with "Event", but the metadata is preferred.
From the engine code that parses this property, both flag and bool would work, but other engine code that uses this property always does so as a bool. So I would stick with the bool."
https://unreal-garden.com/docs/uproperty/#isbindableevent
#UnrealEngine
All UPROPERTY Specifiers

Sample code, screenshots and comments for all specifiers, including undocumented ones.

Unreal🌱Garden

https://www.youtube.com/watch?v=c8XmiFc_zcU

In Between — a psychological detective game where a psychiatrist-detective reconstructs a subject's life by walking through the places they've been, looking for where the monster got in. No combat, no jump scares. Just locations, notes, and a voice in his head piecing together an ordinary evil. Influenced by Urasawa's Monster.

Built solo in UE5. Gauging interest before committing to full development.

#unrealEngine
#gamedev
#game
#trailer

In Between Trailer #game #framework

YouTube
Kieran Newland has so many incredibly useful networking and multiplayer articles on his blog. https://www.kierannewland.co.uk/blog/
#UnrealEngine
Blog - Kieran Newland

Senior Gameplay/Network Programmer

Kieran Newland - Senior Gameplay/Network Programmer

People will survive the catastrophe on Earth and begin a new space era. In the future, our Moon will become our defense. This world for you will be full of mysteries and energy intellectual puzzles

https://store.steampowered.com/app/4524700/

#gamedev #UnrealEngine #indiegame #scifi #puzzle #videogames #gaming #games #moon #space #indiedev

I found this really nice tutorial and source code on making a Python text editor within Unreal Engine, including: 🎨Highlighting 📝Autocomplete suggestions 📚Jump to online documentation
It would serve as an amazing jumping-off point for adding support for any scripting language. https://minimaleffort.tech/unreal-python-custom-script-editor/
#UnrealEngine
Unreal Python – Custom Script Editor

It’s finally time for me to learn the python side of Unreal Engine, so naturally to get started I have to write a custom Python Script Editor…Honestly it baffles me that Epic haven&#821…

Minimal Effort Tech

Figuring out the controller plugin!

https://youtu.be/JHtveVqv6Dw #unrealengine #indiedev

Testing out a controller plugin

YouTube

By default, `FName`s do not preserve case in built versions of your game. So the following is true:
```cpp
FName("hello") == FName("HELLO") // true in editor, false in built game
```

Changing this behaviour requires you to build your own version of the engine. To change the behaviour you can adding the following to your project's `Target.cs` file:
```cs
PublicDefines.Add("WITH_CASE_PRESERVING_NAME=1");
```

#UnrealEngine

Went down a rabbit hole about <other ue things> when I came across this article about delegates in #unrealengine that really clears things up. Jesus I was totally using them absolutely wrong in my last game XD

https://dev.epicgames.com/community/learning/tutorials/eZmv/unreal-engine-delegates-c-and-blueprints

Unreal Engine delegates (C++ and Blueprints) | Community tutorial

A complete guide to UE Delegates

Epic Games Developer

Don't forget about my secret place of game dev examples, mostly on the topic of Unreal Engine. Everything is laid out on shelves there, and there are already 166 short examples

https://www.youtube.com/watch?v=DKvoPQLzZiU

#gamedev #UnrealEngine #UE5 #indiedev #education

Noise node for UV ░ Unreal Engine Material

YouTube
MetaClass
UPROPERTY(meta=(MetaClass="abc"))
"Some datatypes like `FSoftClassPath` and `FSoftObjectPath` are not templated and allow any class type. `MetaClass` lets users allow only certain classes. In comparison `TSoftClassPtr` and `TSoftObjectPtr` use template parameters instead of `MetaClass`."
https://unreal-garden.com/docs/uproperty/#metaclass
#UnrealEngine
All UPROPERTY Specifiers

Sample code, screenshots and comments for all specifiers, including undocumented ones.

Unreal🌱Garden