tooling
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.
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.
I Wish I Learned This Sooner! | Unreal Fest 2024
https://www.youtube.com/watch?v=m0T8euG9Rh8
The Unfeatured Features of Unreal Engine in 2024 | Unreal Fest 2024
https://www.youtube.com/watch?v=_BIZ3FOcLNs
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.
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!
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.
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’.
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
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