Unreal Engine
Tools, gameplay, systems, accessibility and technical animation.
Technical writing
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Unreal Engine’s Asset Manager in Plain English A high‑level guide to Primary Asset Types, Primary Asset IDs, and how to think about them without drowning in jargon.
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Applying Multithreaded Animation to the 3rd Person Content Pack Making the third-person content pack for Unreal Engine 5 into a multithreaded animation system is all about making things faster and smoother. It’s like reorganizing how…
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UMG Pre Construct - Break Down & Best Practices When we first open up the UMG editor graph, the first thing we are presented with is the Event Pre Construct, Event Construct and Tick. It…
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Dynamic control rig generation for rigid skeletal meshes As we continue to push the boundaries of what’s possible in virtual worlds, I’ve always believed that our tools should evolve alongside our ambitions. With that…
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C++ STL Reflected Enums – The Cursed Edition Several years ago, as I was building my own game engine to hone my skills, I felt the need to incorporate string reflection within enums. I…
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Creating Splines for UMG, leveraging the internal drawing API Note: This is a fascinating post from a few years ago, I feel I would massively improve this system and the code standards now due to…
"If you run, you gain one. If you move forward, you gain two."
Suletta Mercury
