After writing one article on how to speed up Unreal s editor launch by not spawning 38000 tooltips and one on how to speed it up further by not opening 5500 files and getting the described fixes merged in for 5.8, I sort of stopped looking into the topic for a while. Surely, the low-hanging fruits [ ]
One of the quirks that Unreal beginners are often irritated by is the fact that the Unreal editor has not only one, but two log windows. The more commonly used one is called Output Log and is what you d expect from a log: A simple text display that usually looks something like this: Technically, it s [ ]
Normally, if a developer complains that naming stuff is hard, they are talking about the difficulty of finding a good name that is descriptive, clear, and unambiguous. But sometimes, developers struggle not only with finding a good name, but with the actual process of getting their new name into their workspace. For me specifically, it [ ]
Due to some lucky circumstances, I recently had the chance to appear in one of the biggest German gaming podcasts, Stay Forever, to talk about the technology of RollerCoaster Tycoon (1999). It was a great interview, and I strongly recommend to listen to the whole episode here, at least if you speak german. If not, [ ]
If you are reading this blog, there is a good chance that you are also an Unreal Engine user. Which also means, that you have probably seen this innocuous looking notfication: This notification is part of Unreal s automatic asset reimporter. The responsibility of this tool is to prevent desyncs between source files like meshes, textures [ ]
Like most game developers, I am mainly a Windows user. Not so much by choice, but just because it is the default that most tools and basically all the games are developed for. That being said, I also never was an actual Windows hater. Sure, Microsoft was never the likeable underdog company that I would [ ]
Do you feel spoiled by modern hardware? I know I do. Even the cheapest CPUs have at least 4 cores nowadays, running billions of operations per second. The idea that you could run any software on less than a GHz almost seems like fiction. Yet, there was a time when whole games ran at hardware [ ]
In my last article I wrote about some tooltip optimization to reduce the start time of the Unreal Editor by 2-5 seconds. Turns out people do really care about their editor start time. So much that it did turn into my most read article to date. The need for speed is very real! Taking a [ ]
If there is one thing the Unreal Engine doesn t suffer from, it is it s lack of features. Over the past years it has been transformed from just a game engine into an everything machine .Games, Movies, Live-Content, VFX, Previz, even virtual fashion shows it s a behemoth of an editor with a multitude of tools, most [ ]
A very common side effect of working as a programmer is the constant frustration of not having source code access to all the software you use. Bugs, problems or missing features in your own work can be frustrating enough — you know you ll have to address all those issues at some point. But it s even [ ]