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Alex πŸ¦… Profile
Alex πŸ¦…

@OutoftheboxP

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I showcase hidden tools and features of Unreal Engine while sharing horrible game development advice.

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Joined August 2019
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@OutoftheboxP
Alex πŸ¦…
2 years
Friendly reminder: Quick Actions is a free and open-source Unreal Engine plugin which allows you to quickly search for commands and execute. Link to download below.πŸ‘‡πŸΌ
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@OutoftheboxP
Alex πŸ¦…
1 month
Got build machines collecting dust? DM me and let's put them back to work.
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@OutoftheboxP
Alex πŸ¦…
1 month
Got a lot of feedback on the first version. Turns out spinning up EC2 instances to speed up builds is not that useful. Using existing on-prem machines that usually sit idle makes way more sense.
@OutoftheboxP
Alex πŸ¦…
2 months
All the talks and chats at Unreal Fest compelled me to give UBA a try. And it was great! Allowing developers to distribute compile jobs to Horde Agent feels like a step forward, but I wanted something more demand-based. After sinking more time than I am willing to admit into
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@OutoftheboxP
Alex πŸ¦…
2 months
All the talks and chats at Unreal Fest compelled me to give UBA a try. And it was great! Allowing developers to distribute compile jobs to Horde Agent feels like a step forward, but I wanted something more demand-based. After sinking more time than I am willing to admit into
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@OutoftheboxP
Alex πŸ¦…
2 months
See you all soon! #UnrealFest
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@OutoftheboxP
Alex πŸ¦…
3 months
I know this might feel weird as developers. But after similar changes to this one, players were so much happier they were grabbing stuff on first try.
@iBrews
Alex Coulombe
3 months
If you're going to have a very small object that people still need to be able to grab, don't be afraid to grow its collision a little bit to more easily generate overlap events! #uetips
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@OutoftheboxP
Alex πŸ¦…
3 months
@zeeg
David Cramer
3 months
i dont know how game developers get any work done i understand now why everything is a custom engine
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@iBrews
Alex Coulombe
3 months
Getting our slides and live demo project in order for #UnrealFest Stockholm and would love to know: what do you wish you learned sooner in Unreal Engine ?? Particularly interested in common pitfalls to avoid as well as common advice that isn’t actually good advice. It will be
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@OutoftheboxP
Alex πŸ¦…
3 months
That's all for today! If you learned something new: 1. Follow me @OutoftheboxP for more of these. 2. Retweet the tweet below to share it with your fellow developer friends https://t.co/dVIQtfaSmX
@OutoftheboxP
Alex πŸ¦…
3 months
A huge shoutout to AActor::EditorReplacedActor which saved me today. Here is how you can use it to ensure relevant data remains intact when switching between actor types in your Unreal Engine project. A short thread 🧡
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@OutoftheboxP
Alex πŸ¦…
3 months
6/6 Results And just like that, data is safe and I don't have to recreate actors manually.
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@OutoftheboxP
Alex πŸ¦…
3 months
5/6 How to do it? As with most Unreal functionality, you can just override the EditorReplacedActor virtual. In my case, I manually copied all properties and called MarkRenderStateDirty at the end to make the updates visible the next frame.
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@OutoftheboxP
Alex πŸ¦…
3 months
4/6 Some examples In fact, even the built-in ASkeletalMeshActor uses this method to pass down the new SkeletalMeshAsset of the component.
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@OutoftheboxP
Alex πŸ¦…
3 months
3/6 When is this happening? The function is automatically invoked by EditorEngine::ReplaceActor after the new actor has been successfully spawned. Making it the perfect place if you want to pull some data from the old instance and inject it into the new instance.
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@OutoftheboxP
Alex πŸ¦…
3 months
2/6 The solution? Some properties (e.g.: Actor name, location) are handled by the engine directly. For anything else, AActor::EditorReplacedActor is a special function which can handle the data transfer between the "old" and "new" instances. This guy πŸ‘‡πŸ»
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@OutoftheboxP
Alex πŸ¦…
3 months
1/6 What is the problem? Using the the "Replace Selected Actor with" β†’ *New Class* can be used to change an already existing actor's class without manually destroy and re-creating it. However, when doing so, you might experience data loss like this:
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@OutoftheboxP
Alex πŸ¦…
3 months
A huge shoutout to AActor::EditorReplacedActor which saved me today. Here is how you can use it to ensure relevant data remains intact when switching between actor types in your Unreal Engine project. A short thread 🧡
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@WWeynants
Wouter Weynants
3 months
πŸš€ I launched Viewport Realtime Idle Pause today Unreal Editor kept turning my PC into a space heater as I code or afk β€” multiple viewports rendering β†’ FPS tanks β†’ fans go insane β†’ everything gets sluggish. So I built a plugin that pauses rendering when you’re idle and
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@OutoftheboxP
Alex πŸ¦…
3 months
I redesigned the API key creation screen 4 times so far. Hopefully it's clear enough now. Destructive feedback and criticism is welcome.
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@OutoftheboxP
Alex πŸ¦…
3 months
That's all for today! If you learned something new: 1. Follow me @OutoftheboxP for more of these. 2. Retweet the tweet below to share it with your fellow developer friends https://t.co/CvATeZe9gm
@OutoftheboxP
Alex πŸ¦…
3 months
So much time is wasted on totally preventable human errors. Here’s how to write your first Unreal Engine Asset Validator and save yourself (and your team) countless headaches. A short thread 🧡
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@OutoftheboxP
Alex πŸ¦…
3 months
6/6 Improved error messages In my experience with these, the more information you can give your team, the better. In this case, we can print the current number of spawn points, so the user can confirm they are on the right way to fixing this as they add more and re-run.
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@OutoftheboxP
Alex πŸ¦…
3 months
5/6 Validating The validation itself is straightforward too, we will count the number of PlayerStart actors and verify. At the end we need to return some EDataValidationResult (Invalid, Valid, NotValidated). We can add developer-facing errors with AssetFails and explain more.
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