At first I decided to write my own grid creation function, and then I realized that if I used it in a decal, it would be similar to a scanner effect. Unreal Engine 5, material. I'm sure Kevin Flynn would like this
At first I decided to write my own grid creation function, and then I realized that if I used it in a decal, it would be similar to a scanner effect. Unreal Engine 5, material. I'm sure Kevin Flynn would like this
I finally learned something in the image editor (I'm a programmer, not an artist), and created a test texture for which I created a material in Unreal Engine, and this is what came out of it. Over time I will show the code on my YouTube channel.
https://www.youtube.com/@alienmax-repository
#UnrealEngine #UE5 #gamedev #uetips #indidev #vfx #shaders #scifi #d3d #gaming
Sunday, I'm trying to some rest, so I'm studying material that I put off for a long time, something interesting about Unreal Engine Niagara. Particles in Grid and Sample Texture. Easy peasy lemon squeezy
Interestingly enough... I don't know if you noticed but a lot of details were lost on #UE5 renders. And I discovered why. I accidentally forced #SubstancePainter to export png in 16 bit. So remember to always use 8bit pngs.
Stumbled upon this today, you can safely remove elements from a TMap by using the RemoveCurrent() function of its iterator implementation !
Useful to remove stale delegates while iterating for execution as an example.
Another useful #unrealengine plugin if you want to use Editor icons in Editor Utility Widget Blueprint instead of Slate. Credits to @ryan_dowlingsoka
https://github.com/Ryan-DowlingSoka/RedTechArtTools/wiki/Editor-Icon-Widget
#UETips #UETip #UE5 #ue4 #unreal4 #Unreal5 #unrealeditor #unrealdev
New Interchange pipeline in #UnrealEngine lets you define your own ways of importing assets. If you go to Project Settings -> Engine -> Interchange category, you can add custom pipelines into Pipeline Stacks.
Over time this one turned out as a best practice for me when it comes to working with actor references in blueprints in #UnrealEngine. The macro is setup quickly and can be extended later on easily. Check it out! 💥
💡 Follow for more #UnrealTips
Quick #UETip. Having performance issues in Editor viewport? Adjust the resolution and screen percentage for Editor Viewport from Editor Preferences -> Performance -> Viewport Resolution category.