GSoC 2014 Friday Report #19
Todo list at start of Week Implement the one remaining TODO Fix duplicate queue generation Fix re-start of unplugged then plugged ippusb printers Debug “file too large” print bug Explore dbus based...
View ArticleGSoC 2014 Friday Report #20
Todo list at start of Week Implement the one remaining TODO Debug “file too large” print bug Explore dbus based on-demand starting Create AppArmor profile Create SELinux profile Completed This Week...
View ArticleB8G8R8A8 instead of DXT1 in Unreal Engine 4
During development of TINY METAL I ran into issues where large textures were only using R8G8R8A8, aka 4 bytes per pixel, instead of DXT1 or another compression format. I wanted these textures to use...
View ArticleTINY METAL is releasing December 21st 2017!
Three years ago I started work on the code which would become TINY METAL. Now we are so very close to release on December 21st of 2017. The time is ticking down quick but I am proud of our work. We’ve...
View ArticleUE4 Blueprints getting a random index of array
The “Random Integer” node in Unreal Engine 4’s Blueprints system behaves exactly like “rand() % Array.Num()” would in C++. Tthis makes it perfect for selecting a random entry of a blueprints array. The...
View ArticleInstantiate and allocate a UObject from class in C++
In Unreal Engine 4 the C++ method for instantiating a new UObject is the NewObject<T>() constructor. auto myObject = NewObject<MyObjectClass>();
View ArticleRunUAT and SkipCookingEditorContent
When building an Unreal Engine 4 project from the command line the default behavior of RunUAT is to include all Unreal Editor content as well. This bloats packages but is the safest default behavior. I...
View ArticleConvert std::string to FString; the quick method
A quick method I use for transforming a C++ standard library string to an Unreal Engine FString is to call c_str(), the base c string export helper, on a std::string. Provided the result is being...
View ArticleDither based transparency in Unreal Engine’s Material Editor
When optimizing TINY METAL for the Switch a technique I have started using is dithered transparency. To use dithering in Unreal Engine you can use the “DitherTemporalAA” node. A couple years back...
View ArticleBest method to Fade screen to black / white in Unreal Engine
Unreal Engine has a built in screen fading function. This lesser known feature is found on the PlayerCameraManager. The Camera manager is itself a goldmine of useful helper functions. Since the Camera...
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