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dalton

@dalton.gd
735 followers 153 following 63 posts

Technical Director @omlgames.com All things games, tools, shaders & programming. @EpicGames alumn #gamedev #UnrealEngine #rust #cpp

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dalton @dalton.gd · 01/12/2024
woul love to join! here's a picture of one of my shaders
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dalton @dalton.gd · 01/12/2024
Well, it was far from easy, but now I can connect to #unreal session from a rust application over UDP! Had to make a cmd prompt that lets me e.g. paste a base64 packet from Wireshark to simulate traffic with data hijacked from Unreal <-> SessionFrontend communication to figure out the protocol
The picture shows Unreal Engine log captured by a console application.
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dalton @dalton.gd · 24/11/2024
#unreal 5.4, I think, introduced another neat quality of life feature. You can now type a path in the Content Browser. It even suggests valid paths #uetips #ue5 #gamedev
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dalton @dalton.gd · 24/11/2024
#unreal #uetips If you haven't yet heard of the `-Log -NewConsole`, it's one of my favorite UE5 additions. You can filter, exec commands, even had a convenience `Log CHECKPOINT#` button. But the awesome thing is, it doesn't hang with the game/engine, and if you close it, your instance also closes
A screenshot of the NewConsole window with arrows pointing at the features highlighted in the post.
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dalton @dalton.gd · 24/11/2024
Go to File -> Settings -> Plugins and select the Marketplace tab to install.
The picture is a screenshot of the Settings page in Rider with the EzArgs plugin selected.
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dalton @dalton.gd · 24/11/2024
If you're using #rider with #unreal, I strongly recommend installing the EzArgs plugin. It will allow you to effortlessly run the editor or game with console arguments. Also keeps a history! I regularly use it to run with the `-Log -NewConsole` which is on its own super useful #uetips
The picture shows a JetBrains Rider window with an EzArgs plugin field, and the history of console arguments from the plugin.The picture shows the description of the EzArgs plugin.
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dalton @dalton.gd · 23/11/2024
Unless this actually is related to the endianness and I'm just ignorant! Seems you may be correct that it's only required if we need to convert the endianness
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dalton @dalton.gd · 23/11/2024
Yeah, but what I meant is actually different from endianness. The bytes are swapped, so for example 1u32 would be serialized as 00000001 00000000 00000000 0000000 (note the 1 in first b) Here it says it happens only for small values, probably they mean integer types? (at least this is my experience)
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dalton @dalton.gd · 22/11/2024
#unreal is sending its logs through UDP and you can connect to it with Session Frontend. I've been highjacking this communication lately for pure fun/learning and to later get those logs with a custom tool. It's hard to describe the satisfaction I felt when the data I decoded today made sense 😅
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dalton @dalton.gd · 21/11/2024
A commit a day keeps stagnation away It's been exactly 10 weeks since I started to commit to my private repo daily. Fruitful 10 weeks of learning something new on a daily basis I've never been so consistent in my life
The picture shows git activity graph from my personal gitea instance representing 10 weeks of consistent commits.
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dalton @dalton.gd · 21/11/2024
vim macros are so damn cool, I'm obsessed now #vimporn #vim #neovim #rust
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dalton @dalton.gd · 19/11/2024
It may seem obvious to seasoned devs, but one of my favorite #unreal tips is that if you see a text in the editor, it's probably a searchable string in the source code. Super useful if you'd like to see "how it's done", use some editor functionality in your tool or debug! #tip #unrealengine #ue5
Locate some text in the editor, the more specific you can get the better.

The picture shows Unreal Engine's `File` menu with a tooltip for the `Save All` action.Search in the source code.

The picture shows Rider's `Find in Files` window where the text in question is typed in the search field.This way you can easily see how it is done and reuse the functionality in the engine.

The picture shows a source of the `FMainFrameActionCallback::SaveAll()` function that saves all the assets in the Unreal Engine editor.
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dalton @dalton.gd · 15/11/2024
I'm notoriously bad at social media, but @ramiismail.com is not, so I'll follow his example and intro myself! Hi, I'm dalton. I'm all about programming, tools, shaders, Unreal Engine and tons of random hobbies. Happy to share my knowledge and exp & interact with awesome people! See you around!
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