dalton

dalton

@dalton.gd

Technical Director @omlgames.com All things games, tools, shaders & programming. @EpicGames alumn #gamedev #UnrealEngine #rust #cpp

741 followers153 following63 posts

I started to follow this one lately. Not profficient yet by no means, but hell... this is much better than trying to make everything perfect

Sarah LuAnn Perkins@sarahluann.bsky.social

In case any of my fellow creatives also needed this reminder:

Also, you can use `ushell` for the most usecases (comes with the Engine source), my script does a few more things, like calling editor commandlets, as well as has a few pressets, as well as does exactly what you tell ask it to and nothing more unlike ushell at times, but ushell is also awesome!

dalton reposted

Here’s a #UETip for you. Avoid setting render features in PPVs if you want to change them through any other method (like scalability settings or device profiles).

Matt Oztalay (He/Him)@mattoztalay.bsky.social

Good reminder! If you set render features like Global Illumination Method in your Post Process Volume that value overrides literally every other method of changing that setting (except hardware limitations). I knew Hillside had one but forgot to swap it around before I started the talk.

This project is worth supporting for all the reasons!

Rami Ismail (رامي)@ramiismail.com

The Palestinian-made game Dreams on a Pillow is 413 dollars and 13 backers short of respectively 60K raised and 1,000 supporters. Who wants to help push it over towards those milestones? launchgood.com/1948

Well, it was far from easy, but now I can connect to #unreal session from a rust application over UDP! Had to make a cmd prompt that lets me e.g. paste a base64 packet from Wireshark to simulate traffic with data hijacked from Unreal <-> SessionFrontend communication to figure out the protocol

I spent the last 2 weeks jumping between debugging Unreal, my tool, and using Wireshark to sniff the communication. In the end I figured that I set all messages' ids to 0 and Unreal was rejecting all subsequent packets 😂 I just didn't increment it, because I thought I'd do it when it'll work... 🤦‍♂️

#unreal 5.4, I think, introduced another neat quality of life feature. You can now type a path in the Content Browser. It even suggests valid paths #uetips #ue5 #gamedev

Just found out about @anatoleduprat.bsky.social's SamplingLab. This is a true gem of a tool, holly shit - a cheatsheet on steroids for shader programmers (or for figuring out a spatial distribution / other stuff!)

Anatole Duprat@anatoleduprat.bsky.social

SamplingLab : a small tool to live code and visualize samples aduprat.com/tools/sampli...

I think I just got inspired to make a tiny rollercoaster project myself. Just for fun. Any upcoming game jams around?

I got into the habit to tinker with tiny ideas during longer train rides. Like a mini "game" jam. @kennwhite.bsky.social just released a coaster asset pack and that triggered me to get back to scratch my rollercoaster tycoon itch (I discussed buying the license years ago). #UE5

#unreal #uetips If you haven't yet heard of the `-Log -NewConsole`, it's one of my favorite UE5 additions. You can filter, exec commands, even had a convenience `Log CHECKPOINT#` button. But the awesome thing is, it doesn't hang with the game/engine, and if you close it, your instance also closes

So if you hang your editor/game instance, you can still check the log in most cases, and if you want to kill it, it's faster to close the NewConsole and kill the process immediately (yep, it's also more responsive, this 'immediately') than to open the Task Manager and wait for it to shut down

In case you missed it, here's a short 'how to' for Rider users.

dalton@dalton.gd

If you're using #rider with #unreal, I strongly recommend installing the EzArgs plugin. It will allow you to effortlessly run the editor or game with console arguments. Also keeps a history! I regularly use it to run with the `-Log -NewConsole` which is on its own super useful #uetips

If you're using #rider with #unreal, I strongly recommend installing the EzArgs plugin. It will allow you to effortlessly run the editor or game with console arguments. Also keeps a history! I regularly use it to run with the `-Log -NewConsole` which is on its own super useful #uetips

dalton reposted

Data Validators in Unreal Engine are great, but they only notify you of what's wrong. Team members might still come to you and say "it gives me an error, can you fix it?" Well, Aaron Bostrom from Tanglewood just showed me that you can now add a Fixer which users can click to fix things! 👀 #uetips

#unreal is sending its logs through UDP and you can connect to it with Session Frontend. I've been highjacking this communication lately for pure fun/learning and to later get those logs with a custom tool. It's hard to describe the satisfaction I felt when the data I decoded today made sense 😅

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Fun fact: for UDP Messaging the engine is reversing the bytes of all values larger than a byte (not endianness though). I think this also happens for serialization. Curious why this might be. I'm not much of an expert in serializing/transport. Would be happy to learn if someone knows the reason.

Thanks to @grimeh.bsky.social for clearing this up: I was super ignorant and this is exactly what endianness means! The last time I touched the topic was circa 10 years ago and I was certain little vs big endian means how you read the bits in a byte, not bytes in the number... 😅

#unreal is sending its logs through UDP and you can connect to it with Session Frontend. I've been highjacking this communication lately for pure fun/learning and to later get those logs with a custom tool. It's hard to describe the satisfaction I felt when the data I decoded today made sense 😅

View full thread

Fun fact: for UDP Messaging the engine is reversing the bytes of all values larger than a byte (not endianness though). I think this also happens for serialization. Curious why this might be. I'm not much of an expert in serializing/transport. Would be happy to learn if someone knows the reason.

#unreal is sending its logs through UDP and you can connect to it with Session Frontend. I've been highjacking this communication lately for pure fun/learning and to later get those logs with a custom tool. It's hard to describe the satisfaction I felt when the data I decoded today made sense 😅

The header of the frame is just some data put together by `Plugins/Messaging/UdpMessaging`, but to get the `data:` part I had to learn the whole new format (CBOR, described by RFC-8949) and write a quite huge parser for it in rust. Took ~2 days to get it working

If you haven't seen this one yet, here's a good one about config files and the hierarchy: dev.epicgames.com/documentatio... Notable mentions: - you can have global configs in youd documents (applied right before the project's configs) - you can use cli args to swap config files or even the folder

dev.epicgames.comConfiguration Files in Unreal Engine | Unreal Engine 5.5 Documentation | Epic Developer CommunityConfiguration files in Unreal Engine provide you with initial settings for configuring gameplay or engine behavior on startup.

Also, a friend just let me know today you can run your builds with `-dpcvars=...` to set the cvars as a Device Profile which are applied on top of everything

I think one of the best ways to learn Unreal for a programmer is by making tools You have to learn how stuff works under the hood and you get accustomed to diving into the codebase without fear, both of which are critical skills in this ecosystem

dalton reposted

🕹️Snake in the Dark🕹️ Wishlist on Steam ➡️ bit.ly/SnakeInBlueSky Sure, you've played Snake. But could you play it blind? Snake in the Dark is a total re-imagination of the timeless arcade & puzzle game classics like Snake and Sokoban. #indiegame #indiedev #solodev #madewithfusion Repost if you can 🙏

A commit a day keeps stagnation away It's been exactly 10 weeks since I started to commit to my private repo daily. Fruitful 10 weeks of learning something new on a daily basis I've never been so consistent in my life

It may seem obvious to seasoned devs, but one of my favorite #unreal tips is that if you see a text in the editor, it's probably a searchable string in the source code. Super useful if you'd like to see "how it's done", use some editor functionality in your tool or debug! #tip #unrealengine #ue5

dalton reposted

Calling Polish game devs! 🇵🇱 As more of us arrive here on Bluesky it would be great to re-create the network we've had. Here's a Polish Game Dev starter pack to make it easier. Please let me know if I should add you or someone, and consider reposting for reach! #StarterPack #GameDev #PolskiGamedev

I'm notoriously bad at social media, but @ramiismail.com is not, so I'll follow his example and intro myself! Hi, I'm dalton. I'm all about programming, tools, shaders, Unreal Engine and tons of random hobbies. Happy to share my knowledge and exp & interact with awesome people! See you around!

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