Links
Add
Unreal Performance Optimization Learning Path
https://dev.epicgames.com/community/learning/paths/Rkk/unreal-engine-unreal-performance-optimization-learning-path
Added 3 weeks ago
Wojtek Sterna - 3D Engine/Graphics Programmer
https://wojtsterna.com/
My video course on Math for 3D/Games Programmers Résumé Publications Products Blog Newsletter E-mail: wojtsterna(at)gmail(dot)com I am a software engineer with well over 10 years of professional 3D/graphics/engine/game programming experience. I have worked for companies such as: NVIDIA, id Software, CD PROJEKT RED, Saxo Bank and Flying Wild Hog to name a few. I am…
Added 5 months ago
Understanding Scalability Settings – Unrealution
https://unrealution.com/rendering/understanding-scalability-settings/
Added 5 months ago
Matt Oztalay - Senior Technical Artist, Developer Relations @ Epic Games
https://linktr.ee/epicmattoztalay
Senior Technical Artist, Developer Relations
@ Epic Games
Added 5 months ago
Auto-detect Optimal Graphics Settings for Unreal
https://www.tomlooman.com/unreal-engine-optimal-graphics-settings/
Unreal Engine can auto-detect ‘optimal’ (graphical) settings per player based on a quick CPU and GPU benchmark. The functions are available in Blueprint to hook up into your game’s options menu. Behind the scenes, the...
Added 5 months ago
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Optimizing UE5: Advanced Rendering, Graphics Performance, and Memory Management | Unreal Fest 2024
https://dev.epicgames.com/community/learning/talks-and-demos/eBJZ/unreal-engine-optimizing-ue5-advanced-rendering-graphics-performance-and-memory-management-unreal-fest-2024?source=zMB
Added 5 months ago
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Import Customization with Interchange
https://dev.epicgames.com/community/learning/tutorials/dp77/unreal-engine-import-customization-with-interchange
Added 5 months ago
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Working with Data in Unreal Engine; Data tables, Data Assets, UPROPERTY specifiers and more!
https://dev.epicgames.com/community/learning/tutorials/Gp9j/working-with-data-in-unreal-engine-data-tables-data-assets-uproperty-specifiers-and-more
Added 5 months ago
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Unreal Engine Optimization Guide: Profiling Fundamentals
https://www.intel.com/content/www/us/en/developer/articles/technical/unreal-engine-optimization-profiling-fundamentals.html
Added 5 months ago
Unreal Art Optimization
https://unrealartoptimization.github.io/book/
Guide to graphics performance in Unreal Engine
Added 5 months ago
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UE Optimization Tutorial by Intel
https://www.intel.com/content/www/us/en/developer/articles/training/unreal-engine-4-optimization-tutorial-part-1.html
Added 5 months ago
Optimization on a budget
https://www.tomlooman.com/unrealengine-optimization-talk/
Companion text version of the Unreal Engine Game Optimization talk I presented during JetBrains GameDev Days 2022.
Added 5 months ago
Asset Manager for Data Assets & Async Loading
https://www.tomlooman.com/unreal-engine-asset-manager-async-loading/
Asset Manager in Unreal Engine lets you asynchronous load game content with soft references and even partially load assets.
Added 11 months ago
The Visual Logger: For All Your Gameplay Needs!
https://www.youtube.com/watch?v=hWpbco3F4L4
UnrealNetImgui
https://github.com/sammyfreg/UnrealNetImgui
netImgui plugin for Unreal 4. Contribute to sammyfreg/UnrealNetImgui development by creating an account on GitHub.
EOS Online Subsytem 2024 Roadmap
https://redpoint.games/blog/2023/11/updates-for-eos-online-subsystem-in-2024/
Outlining what we're working on for EOS Online Subsystem for the remainder of 2023 and first half of 2024.
Added 1 year ago
The tools we use to develop our physics game in Unreal Engine 5
https://blog.thomaspoulet.fr/unreal-physics-debug/
The tools we use to develop on our physics-driven character controller and our quest to total observability.
PluginBuilder on GitHub
https://github.com/Naotsun19B/PluginBuilder-Document
Adds a tools menu to build plugin with multiple engine versions and compress the built plugin into a zip file that can be submitted to the marketplace.
Uploading to Steam
https://partner.steamgames.com/doc/sdk/uploading
Added 1 year ago
P4 File type modifiers
https://www.perforce.com/manuals/cmdref/Content/CmdRef/file.types.synopsis.modifiers.html
Automation Test Framework Overview
https://dev.epicgames.com/documentation/en-us/unreal-engine/automation-system-in-unreal-engine?application_version=5.3
Build lighting from command line - Unreal Forums
https://forums.unrealengine.com/t/build-lighting-from-command-line/297535/28
Is it possible to build lighting of a map from command line?
BuildGraph
https://dev.epicgames.com/documentation/en-us/unreal-engine/buildgraph-for-unreal-engine
SteamWorks Input API
https://dev.epicgames.com/community/learning/tutorials/qM7o/unreal-engine-steamworks-input-api
Added 1 year ago
Zen Store
https://dev.epicgames.com/documentation/en-us/unreal-engine/zen-store-in-unreal-engine?application_version=5.0
Added 1 year ago
All about Soft and Weak pointers
https://dev.epicgames.com/community/learning/tutorials/kx/unreal-engine-all-about-soft-and-weak-pointers
Custom Gravity in UE 5.4
https://dev.epicgames.com/community/learning/tutorials/w6l7/unreal-engine-custom-gravity-in-ue-5-4
Improving Code Structure with Unreal Engine's C++ Modules
https://dev.epicgames.com/community/learning/tutorials/xJ/improving-code-structure-with-unreal-engine-s-c-modules
Garbage Collector Internals
https://dev.epicgames.com/community/learning/knowledge-base/ePKR/unreal-engine-garbage-collector-internals
Added 1 year ago
ari.games - Ari Arnbjörnsson's website
https://ari.games/
Added 1 year ago
How Unreal Renders a Frame
https://interplayoflight.wordpress.com/2017/10/25/how-unreal-renders-a-frame/
This is part 1 of the "How Unreal Renders a Frame" series, you can access part 2 and part 3 as well. I was looking around the Unreal source the other day and inspired by some excellent breakdowns of how popular games render a frame, I thought to try something similar with it as well,…
Added 1 year ago
I Wish I Learned This Sooner! | Unreal Fest 2024
https://www.youtube.com/watch?v=m0T8euG9Rh8
Obscure Techniques for Better Development Experience and Visual Candy | Unreal Fest 2024
https://www.youtube.com/watch?v=ds_jC_Nv380
Added 1 year ago
Reducing Packaged Game Size
https://dev.epicgames.com/documentation/en-us/unreal-engine/reducing-packaged-game-size?application_version=4.27
Added 1 year ago
How to reduce Package Size for Unreal Engine Game Builds
https://cobracode.notion.site/How-to-reduce-Package-Size-for-Unreal-Engine-Game-Builds-7993544e050041f9800512acd3500cfc
A new tool that blends your everyday work apps into one. It's the all-in-one workspace for you and your team
Added 1 year ago
Advanced Debugging in Unreal Engine
https://dev.epicgames.com/community/learning/tutorials/dXl5/advanced-debugging-in-unreal-engine
Added 1 year ago
Blueprints In-depth - Part 1 | Unreal Fest Europe 2019 | Unreal Engine
https://www.youtube.com/watch?v=j6mskTgL7kU
Added 1 year ago
The Unfeatured Features of Unreal Engine in 2024 | Unreal Fest 2024
https://www.youtube.com/watch?v=_BIZ3FOcLNs
Common UI Overview
https://dev.epicgames.com/documentation/en-us/unreal-engine/overview-of-advanced-multiplatform-user-interfaces-with-common-ui-for-unreal-engine
9-Slice control in UE4 – Indie Game Development in UE4
https://sgarces.com/?p=215
Added 1 year ago
How to extend UGameUserSettings correctly
https://continuebreak.com/articles/game-user-settings-add-custom-ue-cpp/
In this tutorial, we will look at how we can add custom game settings in Unreal Engine 5 by extending the game user setting class in C++.
Added 1 year ago
Running Gauntlet Tests in Unreal Engine | Unreal Engine 5.4 Documentation | Epic Developer Community
https://dev.epicgames.com/documentation/en-us/unreal-engine/running-gauntlet-tests-in-unreal-engine
Added 1 year ago
Unofficial UAT documentation
https://github.com/botman99/ue4-unreal-automation-tool#Packaging-Your-Game
Contribute to botman99/ue4-unreal-automation-tool development by creating an account on GitHub.
Oodle Data Compression
https://www.radgametools.com/oodlecompressors.htm
Documentation pages for Oodle Compression levels.
Added 1 year ago
Quick Ways For Speeding Up Workflow | Inside Unreal
https://www.youtube.com/watch?v=Ks1NZMu_lC0
Shortcuts, hotkeys, and sneaky UI features - there's tons of small things to implement daily in your developing journey to save a little time & keep things moving without interrupting your flow. In this stream hopefully you'll either learn or jog your memory on some tips and tricks that help your workflow and get you creating faster & better than before!
Gameplay Ability System - Top Down RPG
https://www.udemy.com/course/unreal-engine-5-gas-top-down-rpg/
Create a multiplayer RPG with Unreal Engine's Gameplay Ability System (GAS)!
Added 1 year ago
Multiplayer in Unreal Engine: How to Understand Network Replication
https://www.youtube.com/watch?v=JOJP0CvpB8w
An overview of the essential concepts for writing multiplayer game code in Unreal, in under 25 minutes or your money back.
Added 1 year ago
Unreal Debugging | voithos.io
https://voithos.io/articles/unreal-debugging/
Unreal debugging cheat sheet.
Unreal Engine C++ Project Setup, From Scratch
https://www.youtube.com/watch?v=94FvzO1HVzY
This video demonstrates how to create an Unreal C++ project from scratch, starting from a fresh install of Windows. Along the way, we'll look at the anatomy of an Unreal project and learn a bit about the build system, and we'll demonstrate a Visual-Studio-free workflow.
Unreal Engine 5 With Shadeup. Intro to Compute Shaders. Part 1
https://www.youtube.com/watch?v=19q6eXw2pI0
A good starter point for compute shaders in UE. Part 1 of 3 of Compute Shader Destruction System In Unreal Engine 5 with help of Shadeup Plugin
Modular Game Features in UE5: plug ‘n play, the Unreal way
https://www.youtube.com/watch?v=3PBnqC7TxvM
In this feature video, we’ll take a look at Modular Game Features, a system that lets you inject new content and experiences into your game via a plugin architecture. This allows you to add features without having to create new dependencies within the core game. Join us as we take a close look at the system and discuss different use cases.
Added 1 year ago
A Gearbox Plugin for Codeless Automated Tests | Unreal Fest 2023
https://www.youtube.com/watch?v=wu5cOM7L5vs
An interesting talk about an internal plugin at Gearbox for testing.
GPU Crash Debugging in Unreal Engine: Tools, Techniques, and Best Practices | Unreal Fest 2023
https://www.youtube.com/watch?v=CyrGLMmVUAI
Debugging GPU crashes on PC can be challenging. We'll go over best practices and the tools available in Unreal Engine to debug such crashes. This includes a new GPU breadcrumbs system, which provides the equivalent of a GPU “callstack.” Additionally, we'll examine case studies and discuss classification tools we use internally to automate crash grouping in Jira. This approach allows us to focus on the most critical crashes, eliminating the need for manual digging through logs.
Lyra Starter Game Overview | Tech Talk | State of Unreal 2022
https://www.youtube.com/watch?v=Fj1zCsYydD8
In this tech talk, you’ll find out what the Lyra Starter Game is, why we made it, and how you can use it to get a headstart on creating your new cross-platform game in UE5. We talk about what’s included in the sample and the modular development ethos behind it, and give a quick tour of how a gameplay experience is built in UE5.
Mountea Framework
https://github.com/Mountea-Framework
Mountea Framework is a list of tools for Unreal Engine developers. Free to use and ever-growing library. We aim to become a benchmark of open-source projects!
A Taste of Chocolate: Adding a Rendering Fast Path without Breaking Unreal Engine | Unreal Fest 2024
https://www.youtube.com/watch?v=WGv_BjxvJ8M
Faced with the challenge of building massive environments from over 60,000 mesh components, including fields of real-time simulated debris, the engineering team at Creative Assembly needed to find a way to reduce level streaming costs and optimize rendering of unique instances. In this talk, Grant Johnson, Senior Graphics and Engine Programmer at Creative Assembly, will look back at the problems the team faced building these environments in a multiplayer first-person shooter set in space, as well as diving into their solution (dubbed ‘Chocolate Rendering’): a modern geometry renderer injected directly into the engine. This talk will highlight how to reduce level streaming costs and increase unique instance counts while still using the foundations of Unreal Engine. Grant will also specify the team's approach to minimise engine modifications and ensure seamless future integrations.
Added 1 year ago
Re-save Assets on Engine Update
https://x157.github.io/UE5/Engine/Resave-Assets.html
Whenever you update the Engine version that your project is running on, you likely also need to explicitly re-save many of your project assets. Many types of asset will have Engine-specific data saved in them. Though they will technically work if you open the project in an Editor of a different Engine version, they will have very slow startup times unless/until you explicitly re-save them using the new Engine.
Ari's Unreal Engine Notes
https://flassari.notion.site/Ari-s-Unreal-Engine-Notes-1a75e43f4014464984d4fae0617e5cef
This is a collection of Ari's personal Unreal Engine learnings, notes, cheat sheets and more which he's made public.
Automagically Incrementing UE Project Version Numbers
https://gamedevtricks.com/post/automagically-updating-ue-app-version/
We’d like to automatically increment our Unreal Engine’s Project Version number every time we build. Any game of any scale eventually has to handle bug reports, binary compatibilities in multiplayer etc etc. A unique build identifier is incredibly useful during development when code changes hourly. Many games watermark screen captures with the build number.
Unreal Engine Upgrades
https://slowburn.dev/dataconfig/Advanced/UEUpgrades.html
A small (and probably incomplete) reference on some upgrade changes.
Added 1 year ago
Extending Tool Menus in the Editor via C++
https://herr-edgy.com/tutorials/extending-tool-menus-in-the-editor-via-c/
Unreal Engine has introduced a new way of authoring editor menus with version 5.0 (I believe). ‘Menu’ here is the umbrella term for different kinds of editor UI; toolbars, context action menus, and so on. The engine module is called, appropriately, ‘ToolMenus’.
Unreal Game Sync - Migrating to Internal UE4 Builds
https://web.archive.org/web/20210825053904/https://www.gamasutra.com/blogs/AndrewHaining/20191202/354908/Unreal_Game_Sync__Migrating_to_Internal_UE4_Builds.php
Andrew Haining decided to write up his experience migrating from a launcher installed version of Unreal Engine 4 to an internal build because the documentation is extremely sparse and it took him a lot of time to put together the information needed to perform what turned out to be an extremely simple task.
Added 1 year ago
How Sprocket Games Achieved 10x Playtest Velocity for an Unreal Engine Game by Nicolas Tittley
https://www.youtube.com/watch?v=3NDHJB1K-ws
Building and packaging Unreal Engine-based games is notoriously difficult. Achieving modern continuous integration and continuous delivery levels for them is even harder. In this talk, we’ll present and review the solution developed by Sprocket Games to build a modern multiplatform Unreal project in AWS, leveraging Epic’s BuildGraph system and TeamCity’s Kotlin DSL. Using this system, Sprocket Games has transitioned from overhead-heavy, bi-weekly playtests to near-painless daily playtests.
Automating your UE development pipeline using TeamCity
https://www.youtube.com/watch?v=q8igPUY_djc
Video overview of Streamline Games' TeamCity setup.
Chunking Game Data into Paks
https://edwardbeazer.com/posts/chunking-game-data-into-parks/
A weirdly broken blog post, but contains enough info to setup a way to split the game data into different files for optimized updates.
Added 1 year ago
How I'm Making My Game Accessible
https://unrealist.org/dev-log-02-accessibility/
Retrofitting a game with accessible features is hard, and this is why many games end up with just a band-aid solution. I want to share how I’m setting up my game to be accessible in a modular way—as Game Feature plugins.
Added 1 year ago
3D Toon Rendering in 'Hi-Fi RUSH'
https://www.youtube.com/watch?v=gdBACyIOCtc
'Hi-Fi RUSH' is a 60fps rhythm action game rendered in a stylish 3D toon art style using a customized Unreal Engine 4. In 'Hi-Fi RUSH', the developers at Tango Gameworks used toon shading for the entire world, both character and environment, while providing modern 3D graphics features, all at 60fps at native resolution. In this GDC 2024 talk, learn about the development of a deferred toon renderer developed for toon shading a 3D world in a 2D way. Various customized UE4 render passes along with added render passes of their own are stylized and combined inside deferred rendered post process volumes.
A way to rebuild position and other info from CustomDepthStencil
https://www.linkedin.com/posts/activity-7212441720129470465-3c-i/
CustomDepthStencil feature from UE is fine by itself, but you lack the information of the other buffers behind this wall; if you sample the position / normals, you'll get the ones from the wall instead of what that is behind it.
Added 1 year ago
Intuitive material building with the UI Material Lab
https://dev.epicgames.com/community/learning/tutorials/Wz8V/unreal-engine-intuitive-material-building-with-the-ui-material-lab-part-1
An artist and beginner friendly approach to building 2D materials using the functions and examples provided in the UI Material Lab collection.
Maximizing Your Game's Performance in Unreal Engine | Unreal Fest 2022
https://www.youtube.com/watch?v=GuIav71867E
Everyone on your team should be able to gauge the performance impact of their work. In this session, Unreal Engine Evangelist Ari Arnbjörnsson uses the new built-in tools of Unreal Engine 5 to find nasty performance traps and bugs he deliberately planted in his demo project before the presentation.
Added 1 year ago
UE Performance Guide by AMD
https://gpuopen.com/learn/unreal-engine-performance-guide/
AMD's one-stop guide to performance with Unreal Engine.
Added 1 year ago
Ex-Epic Dev and UE Veteran doing a Q&A on Reddit.
https://www.reddit.com/r/unrealengine/s/1Criuhwskb
Answers questions about the GAS, data assets, and many other things.
Added 1 year ago
Alex Quevillon
https://www.youtube.com/AlexQuevillon
A great channel about some less-covered features of UE, on the C++ side.
The Unreal Engine Game Framework: From int main() to BeginPlay
https://www.youtube.com/watch?v=IaU2Hue-ApI
What happens when you start up your Unreal Engine game? This video is a guided tour of the Engine's initialization process: along the way, we'll glimpse the high-level structure of the Engine (modules, game instances, local players, and viewports) and we'll see how all the different parts of the Game Framework (game modes, game states, player controllers, and the like) fit together.
Blueprints vs. C++: How They Fit Together and Why You Should Use Both
https://www.youtube.com/watch?v=VMZftEVDuCE
It's not an either/or decision. Learn what makes C++ and Blueprints different, what they have in common, and how to use them together effectively. We'll also learn a thing or two about performance optimization and some basic software design concepts.
Added 1 year ago
Using C++ Timers in Unreal Engine
https://www.tomlooman.com/unreal-engine-cpp-timers/
Unreal Engine Timers in C++. A quick tutorial on how to use timers and bind delegates with unreal engine in C++.
Added 1 year ago
Engine Startup Preload Screens
https://unrealist.org/engine-startup-preload-screens/
An amazing resource on how to create loading screens in UE. Worth noting that copying the Lyra CommonLoadingScreen plugin is a good starter point.
Added 1 year ago
Visual Tech Art
https://www.youtube.com/@VisualTechArt
Senior Technical Artist, specialized in Shaders, VFX, Procedural Content Generation and any cool visual stuff that has been working in the video game industry for several years.
UE4 C++ Interfaces - Hints n Tips
https://www.stevestreeting.com/2020/11/02/ue4-c---interfaces---hints-n-tips/
Tutorial on how to use interfaces defined in C++ in UE4, with some useful practical tips
Unreal’s Garbage Collection Spikes and how to fight them
https://larstofus.com/2024/07/21/unreals-garbage-collection-spikes-and-how-to-fight-them/
Garbage Collection (GC for short) is a very basic feature that is present not only in many Game Engines like Unreal and Unity, but even some programming languages like C# come with it built in.
Added 1 year ago
Celdevs
https://celdevs.com/
A relatively inactive blog, but has some good reading on it on some lower-level systems in UE.
An Unreal Engine Blog by Cedric Neukirchen
https://cedric-neukirchen.net/
Very good resources on multiplayer and networking-related topics.
Added 1 year ago
Asset Dependency Chains: The Hidden Danger | Unreal Fest 2022
https://youtu.be/4-oRyDLfo7M
When you are dealing with assets, it’s easy for dependency chains to get out of hand. And sadly, you don't always notice them until they become a big problem. In this talk aimed at programmers and Blueprinters, Lucid Games’ Studio Technical Director Mark Craig shares tricks developed at the company for spotting, analyzing, and fixing such problems—so you don't make the same mistakes.
Added 1 year ago
Lyra Cross-platform UI Development | Tech Talk | State of Unreal 2022
https://youtu.be/u06GAVxyIag
In this tech talk, you’ll find out how we're using CommonUI on Lyra to streamline cross-platform development and how we leverage materials to develop performant and good-looking UIs.
We’ll also discuss some of the development and performance benefits of using Unreal Engine materials as the foundational UI art asset in UMG, as well as why you might choose them over a more bitmap-heavy implementation method.
Unreal Property System (Reflection)
https://www.unrealengine.com/en-US/blog/unreal-property-system-reflection
Relatively old documentation about UE's reflection system. Still useful to grasp the way it works.
Added 1 year ago
Unreal Engine 4/5 Anti-Aliasing Options
https://old.reddit.com/r/Engineini/comments/186ujic/unreal_engine_45_antialiasing_options/
A list of options to configure AA options. Was useful to tweak TAA for a cleaner look.
Reference Guide to Custom Blueprint Nodes
https://unrealist.org/custom-blueprint-nodes/
Intended as a supplement to https://links.bchrd.ca/links/22. Reference guide for most of K2Node's features
Broken
Improving UE4 Blueprint Usability with Custom Nodes
https://gamedev.net/tutorials/programming/engines-and-middleware/improving-ue4-blueprint-usability-with-custom-nodes-r5694/
A guide on creating custom nodes in UE4 (also applicable to UE5)
Broken
TODO: Replace with Ari's talk once it's out
https://www.linkedin.com/posts/flassari_unreal-fest-seattle-2024-is-on-the-way-september-activity-7229917147206955008-BfG6?utm_source=share&utm_medium=member_ios
Ari Arnbjörnsson: "I’ll be speaking at Unreal Fest Seattle! Come watch my talk where I myth-bust “best practices” in Unreal Engine:
“Are Ticks really that problematic? Should you avoid using the Construction Script? Is the ChildActorComponent truly cursed? Should you never use Cast?
You've probably heard many of these so-called "best practices”. Let's put them to the test and find out which ones are true and which ones are bust!”"
Added 1 year ago
GASDocumentation by tranek
https://github.com/tranek/GASDocumentation
Explains the major concepts and classes in GAS and provides some additional commentary based on their experience with it. There is a lot of 'tribal knowledge' of GAS among users in the community and they aim to share all of theirs there.
Added 1 year ago
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Behind The Code: Locked On Target
https://www.doublefine.com/news/devin-target-search
A fascinating deep-dive into how the targeting system in Psychonauts 2 was implemented. Even if you are not interested in the gameplay aspect of this, the developer tools and debug visualization is a great example of how to make designers' jobs easier.
Added 1 year ago
Dr Elliot Blog
https://mrdrelliot.github.io/
Dr Elliot has some C++ tutorials on constexpr, networking and low-level allocations.
Added 1 year ago
Voxel Core
https://github.com/VoxelPlugin/VoxelCore
Voxel Core is an open-source plugin with the Core module of Voxel Plugin. It's essentially a layer on top Unreal to make it easier to write high-performance code & customize the editor. Unlike what the name might imply, there's barely any voxel-specific code included here - all of that lives in the other Voxel Plugin modules.
Optimizing the Game Thread | Unreal Fest 2024
https://youtu.be/KxREK-DYu70
In this talk, Tanglewood Games will dive into the Game Thread in UE5 and explore how we can profile and optimize this.
Added 1 year ago
How to customize your Unreal Engine Crash Report Client
https://blog.bugsplat.com/customizing-the-unreal-engine-crash-report-client/
A quick (but very surface-level) tutorial on how to customize the UE Crash Report Client.
Crashing With Style in Unreal Engine
https://youtu.be/ow__LgMF5gE
A build without symbols is a doomed build. A game without crash reporting will stay broken. Join Ari as he tries to break the record of live crashes in a single presentation to teach you how to get the most out of your Unreal game crashes.
Dream on a Stick build environment
https://dreamonastick.com/20240709/dream-on-a-stick-build-environment/
Resource about building a solid CI/CD build environment
Setting up an Unreal Engine Studio the Epic Way
https://dev.epicgames.com/community/learning/tutorials/8JYW/setting-up-an-unreal-engine-studio-the-epic-way
Another great talk and resource by Ari Arnbjörnsson. Good information about how to setup CI/CD, UGS and Perforce, among other things.
Ghislain Girardot
https://www.youtube.com/@ghislaingirardot/videos
Cool YouTube channel with TechArt-related tutorials.
Superluminal
https://superluminal.eu/
Not UE-specific, but a very nice profiling tool that can be used with UE for more precise stats.
Added 1 year ago
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Complete Game Optimization for Unreal Engine 5
https://courses.tomlooman.com/p/unrealperformance
Unreal Engine is a complicated piece of software, throughout the course you will gain a solid understanding of how the many CPU threads and GPU operate and how it all ties together to create a fully rendered frame. We’ll dive deep into the process of profiling, finding bottlenecks and discovering opportunities to improve the overall performance.
Added 1 year ago
Lessons Learned From A Year of Unreal Engine AAA Development | Sumo Digital #SDC2022
https://youtu.be/U0RCO0id1kI
Learn common lessons that any company new to Unreal would benefit from, by Ari Arnbjörnsson.
Working with Custom Unreal Engine Builds & Unreal Game Sync
https://training.perforce.com/learn/course/314/working-with-custom-unreal-engine-builds-unreal-game-sync
Perforce U course about setting up source builds of UE with UGS.
Added 1 year ago
Unreal Game Sync - Getting Started
https://pylat.notion.site/Unreal-Game-Sync-Getting-Started-f2d96afbe09b456e95692cc3caac3764
This Guide will contain the steps to setup a Perforce Server for UnrealGameSync.
Added 1 year ago
Optimizing UE5: Advanced Rendering, Graphics Performance, and Memory Management | Unreal Fest 2024
https://youtu.be/dj4kNnj4FAQ
As you continue to push the boundaries of the next-gen graphics features of UE5, you may find yourself in unexplored territory with an overloaded backpack and nary a trail marker in sight. How do you find your way back to the trail? Should you be changing how you pack your bag for the trek? Was there anything you could have done before you set out to make things easier? Let’s dive deeper into debugging Nanite, Lumen, and VSM performance issues so that we can get back on to the trail. Then, we’ll learn more about managing the memory of our new graphics features, including how we can leverage virtual texturing to make sure our pack is properly balanced. Along the way we’ll learn about what we can do to make sure we’re staying on track far into the future.
Added 1 year ago
Workflow Best Practices & Avoiding Common Pitfalls with Perforce & Unreal Engine | Unreal Fest 2024
https://youtu.be/A8JzPKlHz8o
Ryan Maffesoli, Sr. Solutions Engineer at Perforce, demonstrates workflow best practices and common pitfalls seen through Helix Core and Unreal Engine deployments for studios big and small — including his admin support of Epic’s 4000-person global art jam (Project Titan). Ryan teaches you all the save-your-bacon tools, tips, and techniques he’s learned over the years, so that you can improve your onboarding and keep your creative projects running smoothly and securely.
ben🌱ui
https://benui.ca/
Various tutorials, mostly related to UI. Also reference for UE C++ macros, as well as a collection of links (which he calls bits).
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Unreal Engine C++ Complete Guide - Tom Looman
https://www.tomlooman.com/unreal-engine-cpp-guide/
Get started with Unreal Engine C++ using the complete guide to programming. Unreal Engine has many unique features, let's demystify them.
Added 1 year ago