Visual Assist has support for UnrealEngine C++ but you must enable with registry settings #Protip #GameDev:
https://docs.wholetomato.com/default.asp?W763
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Visual Assist has support for UnrealEngine C++ but you must enable with registry settings #Protip #GameDev:
https://docs.wholetomato.com/default.asp?W763
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We heavily rely on sublevels to compartmentalize the different zones in our game. Unfortunately, the default light baking functionality doesn’t really accommodate this as baking from a level invalidates the lighting for all sublevels, even if they’re turned off.
Surprisingly, selective lightbaking was pretty easy to add in (the feature was…
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I always grepped the source code or the DumpConsoleCommands console to find all the hidden UE4 console variables. Thanks to Nick Donaldson, I learned that there was a nice clean UI that UE4 exposed for this. Makes it really easy to set specific performance render config for different device…
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When using stereo instancing/multiview or the forward renderer, you can’t use screenposition or the stereo pass enum to determine whether you’re rendering the left eye or right eye.
Instead, in your material, you can use a custom node and return ResolvedView.StereoPassIndex to determine if you’re rendering left vs right eye.
We…
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Discovered a new favorite shortcut: Shift+Alt+O anywhere in UE4 to open up a searchable asset picker from anywhere in UE4 instead of having to go to the Content Browser