A very common side effect of working as a programmer is the constant frustration of not having source code access to all the software you use. Bugs, problems or missing features in your own work ca…| Larst Of Us
If you are following my blog for a while now, you might have noticed that I might have a small obsession for Unreal’s Static Mesh Editor or to be more precise, for it’s Socket manager: …| Larst Of Us
When optimizing a program for performance it’s very common that you spend a lot of time on only a handful of different functions, simply because they are the ones that show up in the profiler the most often. But 99% of your written lines will probably never be looked at during optimization, because they are […]| Larst Of Us
Of course, anyone who programs is a programmer by definition. But after teaching programming to game development students for four years, I know that there are a lot of students who wouldn’t dream of calling themselves programmers – they just started programming because, well, someone has to. Because there always comes a point when a […]| Larst Of Us
“Optimizing a game” and “developing a game” are two activities that tend to blur together. And while you probably have an elaborate toolbox for developing your game, when it comes to optimizing the performance of a game, those tools may not be enough. In optimizing various aspects of games, I have tried many tools over […]| Larst Of Us
Unreal’s outliner is probably one of the most used panels of the editor. It’s the main tool for finding and organizing actors in a level, especially when the level is too complex to find everything in the main viewport. And admittedly, it’s actually quite fast, even when working with large complex levels. Even when working […]| Larst Of Us
Most of the time, when a game struggles to reach a certain framerate, the problem lies in its visuals. All the fancy rendering features that modern engines offer these days, such as Global Illumination, Subsurface Scattering and so on, can easily overwhelm any gaming machine, no matter how much money you have spent on it. […]| Larst Of Us
In my last article (link) I described how to fix Unreal’s weird way of numbering duplicated mesh sockets. Fortunately, this was a quick and easy fix, but even then I wrote that the editor isn’t lacking in UI quirks. One of the more painful ones is the abundance of ways to select and edit multiple […]| Larst Of Us
Static mesh sockets are one of Unreal’s most basic (and probably most used) features. Their main function is to mark arbitrary positions within a mesh so that code and blueprints can access them later. For example, to spawn a muzzle flash at the correct end of a weapon: But even in Unreal 4.0 – 10 […]| Larst Of Us
Although the title of this article might suggest otherwise, I don’t dislike Unreal’s multiplayer features. As someone who has worked on two different multiplayer games in Unreal, I enjo…| Larst Of Us