Unreal Directive
@UnrealDirective
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Committed to delivering high-quality, easy-to-understand #UnrealEngine resources that follow best development practices, all created and maintained by @Tezenari
California, USA
Joined October 2021
So... I rebuilt the Unreal Directive website from the ground up. A sleek new design, vastly revamped resources, amongst other improvements. This is just the beginning, please let me know what you think 🙏 https://t.co/UFlUEJkbeO
unrealdirective.com
After many long months of development, it is finally time. I am thrilled to announce that the rebuilt Unreal Directive website is now live!
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Exited to share a new resource: a complete list of Unreal Engine keyboard shortcuts! Search, filter, discover shortcuts to help simplify your workflow. Check it out here: https://t.co/XQZWrTI4qV
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Exited to share a new resource: a complete list of Unreal Engine keyboard shortcuts! Search, filter, discover shortcuts to help simplify your workflow. Check it out here: https://t.co/XQZWrTI4qV
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Rider is a great IDE for Unreal Engine development, so this is pretty hype
Contribute to open source, learn through self-education or courses, record educational podcasts, or grow your pet project easily with a FREE Rider subscription for non-commercial development. Download and start today 👉 https://t.co/hKq3IldNUK Spread the word! #dotnet #gamedev
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Not as exciting as MegaLights, but my contribution to UE 5.5 is that now you can define drop-down options for your String / Name variables in BPs! :D Just create a function that returns an array, and select it in the Advanced panel. You can even use static C++ methods! 🌟
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We are Mega excited about this in particular 🔦 MegaLights, a new experiential feature in 5.5, enables artists to use orders of magnitude more lights. They are movable and dynamic, with realistic area shadows, and can light volumetric fog. See this capture of our live, real-time
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👀 I’ve been waiting for this! Can now start testing out Rive UI assets in Unreal Engine using DX12.
The Rive x Unreal RHI technical preview is here, bringing a powerful new way to integrate Rive into Unreal’s rendering system. Available today for Windows DX12, with more platforms coming soon.
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@UnrealSensei They'll be free from Fab launch to the end of 2024. Get them for free in that timeframe and you'll own them forever, like free games on the Epic Games Store: https://t.co/B0kYLUletJ
✨ Fab will be launching this October! When Fab goes live, new Megascans will be available exclusively on Fab and will be free for everyone under Fab’s Standard License from launch until the end of 2024.
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Epic Games will no longer offer the Quixel Megascans library for free starting next year. A big reason a lot of people started using Unreal Engine is for the free library. Now each Megascan asset will be a separate payment.
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A really cool feature that snuck into @UnrealEngine 5.4 is Landmass Erosion. You can set up your standard landscape then drop this in to make it do an erosion pass on your environment. Only a couple of clicks for a glow up. Check it out! #UETips
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When dealing with Gameplay Tags in #UnrealEngine, remember that you can declare and define them in C++ using built-in macros - UE_DECLARE_GAMEPLAY_TAG_EXTERN - UE_DEFINE_GAMEPLAY_TAG - UE_DEFINE_GAMEPLAY_TAG_STATIC I explain it in a bit more detail here https://t.co/k7g3NtqnLF
unrealdirective.com
Utilize these new C++ macros to declare and define Native Gameplay Tags in your project.
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Gameplay Tags have been one of my go-to features since I discovered them a long while back. Not only are they lightweight, but they are also incredible versatile. I recommend checking them out 👍
Gameplay Tags in Unreal are incredibly underrated! Create tags for attributes like ‘has red key’ or ‘has been to castle’. Then designers can set tag queries as variables on things to control game logic without having arbitrary bools on their character to describe things. #UETips
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Gameplay Tags in Unreal are incredibly underrated! Create tags for attributes like ‘has red key’ or ‘has been to castle’. Then designers can set tag queries as variables on things to control game logic without having arbitrary bools on their character to describe things. #UETips
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Another great resources from Chris that goes over many useful (and hidden) features in Unreal Engine! I recommend giving it a watch, you'll definitely learn something new 😉
My Unfeatured Features of @UnrealEngine talk is now live! Go check it out here. I'd love to hear comments about what kind of stuff was useful in these talks. I always cut a lot to keep things in time so knowing what's particularly useful is great! #UETips
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I developed a sleek list of Unreal Engine console commands & variables over on my website. While there's still more work that needs to be done, I'm pretty proud of it. Is there anything missing on it that I should consider adding? https://t.co/OxXpFW75LA
unrealdirective.com
A searchable list of console commands for Unreal Engine
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Some of you were curious about the "Array_NextIndex" and "Array_PrevIndex" functions and their use cases. It basically simplifies getting the next or previous valid index of the array. In the case for "Array_NextIndex" -- - If the array is not valid, return -1 (INDEX_NONE). -
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Last night I released v1.3 of UDCore, which brought 7 new functions and 2 function updates. Got any suggestions for new features? I'd love to hear them!
Hey everyone! I just released UDCore, a free, open-source Unreal Engine plugin! It's still in early stages, but it currently provides over 60 helpful functions/blueprint nodes. Check it out and let me know your thoughts! https://t.co/K946L1BNiW
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Released v1.3 of UDCore - Added multiple clipboard-based functions - Added `Array_NextIndex` & `Array_PrevIndex` - Added `GetProjectVersion` - Improved `Async Move to Location` - Replaced `SortStringArray` with `GetSortedStringArray` Full Changelog:
udcore.unrealdirective.com
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It's good to test your functions! Check out Epic's official guide to get started. https://t.co/lsUyOJRGBk
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