Posts

Reducing the size of Unreal Engine 5 source project

When you decide to compile Unreal Engine 5 yourself, you might notice that the initial project is enormous. This is because you are downloading content for many platforms that you might not even need. Luckily, there is an easy way to reduce that size while remaining fully able to work with the engine. When we clone the repository, the engine's source is about 2.48GB (measured for version 5.7.4). Not bad! However, once we run Setup.bat to download additional dependencies, the size increases to a whopping 82.9GB ! This happens because the script downloads extra files for every supported platform and localization files for many languages. These files are huge. Excluding Platforms via Setup.bat Let’s assume we want to make a game for Windows only. We aren't interested in the files required by other platforms. We can skip downloading them by passing extra arguments to Setup.bat . Create a new batch file - let's call it SetupWindowsOnly.bat - and add the following command: Set...

Data Assets Thumbnails plugin for Unreal

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I wrote a plugin for Unreal Engine with which you can easily replace a standard Data Asset icon with a custom icon. I think it's quite useful for a game where you have a lot of Data Assets for things like weapons, shields, armors etc. and you want to quickly recognize what they are. 

My plugins on Unreal Engine Marketplace

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Big announcement! My 3 the most useful plugins on which I've been working on for over 3 years are available in Unreal Engine Marketplace.

Coroutines in C++

For the last few months I've been intrigued by the coroutines in C++. This feature is something I always wanted to have in C++ since I saw it in action in Unity. I've already implemented them in my Enhanced Code Flow for Unreal Engine in order to have my desired "Delay" function in code. However, it wasn't so easy to understand how to implement them. The official cpp reference is a great source of knowledge, but it's difficult to learn the basics from it. This is why I decided to write a document which should introduce more newby-friendly approach of learning about them. I've just published the C++20 coroutine samples , which is a collaborative document that aims to help to understand what are the coroutines, how to write them in C++ and when they are useful. Because it's on GitHub you are all invited to write Issues and Pull requests with any fixes and suggestions on how to improve this document and samples. Cheers <3

Achilles: Legends Untold - full release!

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Today is the day when  Achilles: Legends Untold leaves the Early Access stage and enters the glorious full release!  It has been crazy 3 years during which I was coding a lot of game systems, tools, fixing bugs and trying my best to provide the best experience both for players and colleagues which I was working with. In overall I think the game turned out great. The game is available on Steam , Epic Games Store ,  Xbox Series X/S  and PlayStation 5 .

Coroutines in Enhanced Code Flow

The Enhanced Code Flow  plugin is doing surprisingly well! During last 2 years it has been improved in many ways. It received many new functionalities, it works with Unreal Engine 5 too, it is more stable than ever and it has been used in multiple projects. It's funny that everything have started because I wanted to have an equivalent of Delay Blueprint node in code. Now I can implement it in more elegant way than currently and all thanks to the fact, that Unreal Engine 5.3 fully supports C++20, which has  coroutines ! What are coroutines? They are functions that can be suspended and resumed later. Sounds like a way to implement a Delay functionality? Oh yes! FECFCoroutine UMyClass::SuspendableFunction() { // Do something co_await FFlow::WaitSeconds(this, 2.f); // Do something after 2 seconds } Enhanced Code Flow received 3 new functions which utilize C++20 coroutines. They are experimental and probably not safe nor stable, but hey... this is just a first impleme...

Editor camera position plugin for UE4

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So, I recently made a plugin for Unreal Engine. The idea for this plugin had been popping into my head every time I needed to jump to a certain place in the map in the editor viewport or get the coordinates of my current location in the map.