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dalton.gd

@dalton.gd
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dalton @dalton.gd · 11/12/2024
I started to follow this one lately. Not profficient yet by no means, but hell... this is much better than trying to make everything perfect
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dalton @dalton.gd · 11/12/2024
github.com/daltongd/Unr... I created the repo
github.com
GitHub - daltongd/UnrealSuite: A set of tools for building, packaging and launching all things Unreal Engine.
A set of tools for building, packaging and launching all things Unreal Engine. - daltongd/UnrealSuite
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dalton @dalton.gd · 11/12/2024
Hey, sure, why not! I could set up a github repo for it. Do you think it would also make sense to make it compatible with earlier versions of Poweshell?
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dalton @dalton.gd · 11/12/2024
Both tools do something the other doesn't anyway
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dalton @dalton.gd · 11/12/2024
Also, you can use `ushell` for the most usecases (comes with the Engine source), my script does a few more things, like calling editor commandlets, as well as has a few pressets, as well as does exactly what you tell ask it to and nothing more unlike ushell at times, but ushell is also awesome!
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dalton @dalton.gd · 11/12/2024
A while back I wrote UnrealSuite - powershell (v. 7) script to help me build all things #ue5 Sharing it here in case someone finds it useful. Can't swear by all of the presets/options, it was intended for personal use, so let me know and I'll help/fix it pwsh 7: learn.microsoft.com/en-us/powers...
gist.github.com
[Requires Powershell 7] A powershell script that allows for invoking and controlling build steps independently when packaging Unreal projects. The script is able to find the project and the associated...
[Requires Powershell 7] A powershell script that allows for invoking and controlling build steps independently when packaging Unreal projects. The script is able to find the project and the associa...
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Matt Oztalay (He/Him) @mattoztalay.bsky.social · 07/12/2024
Here’s a #UETip for you. Avoid setting render features in PPVs if you want to change them through any other method (like scalability settings or device profiles).
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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
This project is worth supporting for all the reasons!
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dalton @dalton.gd · 01/12/2024
Just completed "Historian Hysteria" - Day 1 - Advent of Code 2024 #AdventOfCode adventofcode.com/2024/day/1 I wanted to do take part this year, but almost forgot! Got inspired by @rishabh100.bsky.social's recent post.
adventofcode.com
Day 1 - Advent of Code 2024
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dalton @dalton.gd · 01/12/2024
I spent the last 2 weeks jumping between debugging Unreal, my tool, and using Wireshark to sniff the communication. In the end I figured that I set all messages' ids to 0 and Unreal was rejecting all subsequent packets 😂 I just didn't increment it, because I thought I'd do it when it'll work... 🤦‍♂️
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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 · 30/11/2024
I did some open-sourcing today. Anybody from the #neovim crowd around?
github.com
GitHub - daltongd/yanklock.nvim: A simple neovim plugin that allows the user to temporarily lock the paste register to "0
A simple neovim plugin that allows the user to temporarily lock the paste register to "0 - daltongd/yanklock.nvim
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dalton @dalton.gd · 25/11/2024
this is the first platform where I stopped hesitating and overthinking what I share and just share. so far it's been fine and it's the only way for me to do make it work :d if I make a mistake - ok, if something seems too basic - still fine, someone doesn't know it. but I totally get your point!
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dalton @dalton.gd · 25/11/2024
yep, it was a time saver for me as well :d
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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
it truly is!
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Reposted by dalton
Kostas Anagnostou @kostasanagnostou.bsky.social · 18/11/2024
Still one of the most accessible explanations of the rendering equation out there
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dalton @dalton.gd · 24/11/2024
Just found out about @anatoleduprat.bsky.social's SamplingLab. This is a true gem of a tool, holly shit - a cheatsheet on steroids for shader programmers (or for figuring out a spatial distribution / other stuff!)
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dalton @dalton.gd · 24/11/2024
Haha, why not! Damn, I just took a look at Parkitect and it looks amazing! I feel I should get it, but I'm not sure if I want to sink in too much :D
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dalton @dalton.gd · 24/11/2024
I think I just got inspired to make a tiny rollercoaster project myself. Just for fun. Any upcoming game jams around?
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dalton @dalton.gd · 24/11/2024
I'm getting this pack, I always wanted to have some fun with making rollercoasters! Thanks for the inspiration
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dalton @dalton.gd · 24/11/2024
Woah, this is great! Also great pack! Isn't it @kenney.bsky.social though? 😜
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dalton @dalton.gd · 24/11/2024
In case you missed it, here's a short 'how to' for Rider users.
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dalton @dalton.gd · 24/11/2024
So if you hang your editor/game instance, you can still check the log in most cases, and if you want to kill it, it's faster to close the NewConsole and kill the process immediately (yep, it's also more responsive, this 'immediately') than to open the Task Manager and wait for it to shut down
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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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Ari Arnbjörnsson @flassari.bsky.social · 22/11/2024
Data Validators in Unreal Engine are great, but they only notify you of what's wrong. Team members might still come to you and say "it gives me an error, can you fix it?" Well, Aaron Bostrom from Tanglewood just showed me that you can now add a Fixer which users can click to fix things! 👀 #uetips
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dalton @dalton.gd · 23/11/2024
Smarter every day!
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dalton @dalton.gd · 23/11/2024
Thanks to @grimeh.bsky.social for clearing this up: I was super ignorant and this is exactly what endianness means! The last time I touched the topic was circa 10 years ago and I was certain little vs big endian means how you read the bits in a byte, not bytes in the number... 😅
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dalton @dalton.gd · 23/11/2024
Holly shit, I was ignorant actually! I was sure endianness was on per bit-basis, not per byte. How stupid of me! Thanks for clearing this up for me!
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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
Unless I missed the point and you meant some other kind of JSON logs?
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dalton @dalton.gd · 22/11/2024
Also, I captured the frame a while back, I managed to decode it today, hence the date `Nov 19th` :d
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dalton @dalton.gd · 22/11/2024
Fun fact: for UDP Messaging the engine is reversing the bytes of all values larger than a byte (not endianness though). I think this also happens for serialization. Curious why this might be. I'm not much of an expert in serializing/transport. Would be happy to learn if someone knows the reason.
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dalton @dalton.gd · 22/11/2024
I don't yet know how the logs are sent exactly, because this is the first frame I got successfully, but I think it's via CBOR rather than JSON (which is a binary analog to JSON). So far I exchanged the Hello message with the editor. I should get there soon though!
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dalton @dalton.gd · 22/11/2024
The header of the frame is just some data put together by `Plugins/Messaging/UdpMessaging`, but to get the `data:` part I had to learn the whole new format (CBOR, described by RFC-8949) and write a quite huge parser for it in rust. Took ~2 days to get it working
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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 · 22/11/2024
I feel validated!
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dalton @dalton.gd · 22/11/2024
Also, a friend just let me know today you can run your builds with `-dpcvars=...` to set the cvars as a Device Profile which are applied on top of everything
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dalton @dalton.gd · 22/11/2024
If you haven't seen this one yet, here's a good one about config files and the hierarchy: dev.epicgames.com/documentatio... Notable mentions: - you can have global configs in youd documents (applied right before the project's configs) - you can use cli args to swap config files or even the folder
dev.epicgames.com
Configuration Files in Unreal Engine | Unreal Engine 5.5 Documentation | Epic Developer Community
Configuration files in Unreal Engine provide you with initial settings for configuring gameplay or engine behavior on startup.
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Chris Murphy @highlyspammable.bsky.social · 22/11/2024
I've made a Starter Pack for UE devs that give great tips that are helpful online. Know anyone that should be on it? Let me know!
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dalton @dalton.gd · 22/11/2024
hey, I'd love to join this one! this is the first platform since a few years I actually share stuff on
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dalton @dalton.gd · 22/11/2024
I think one of the best ways to learn Unreal for a programmer is by making tools You have to learn how stuff works under the hood and you get accustomed to diving into the codebase without fear, both of which are critical skills in this ecosystem
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Boruta.dev @boruta.dev · 21/11/2024
🕹️Snake in the Dark🕹️ Wishlist on Steam ➡️ bit.ly/SnakeInBlueSky Sure, you've played Snake. But could you play it blind? Snake in the Dark is a total re-imagination of the timeless arcade & puzzle game classics like Snake and Sokoban. #indiegame #indiedev #solodev #madewithfusion Repost if you can 🙏
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dalton @dalton.gd · 21/11/2024
Haha totally!
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dalton @dalton.gd · 21/11/2024
would love to join!
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