I worked on Lumen Lite which is now out in UE 5.8. It's based on Irradiance Fields with Probe Occlusion, but with automatic probe placement. It is used when the engine is set to Medium GI and Reflections quality.
dev.epicgames.com/documentation/…
Thin Geometry Detection has been quietly keeping Nanite foliage stable under TSR since it shipped - fixing the "boiling" on thin geometry, auto-enabled with Nanite foliage. Finally wrote up how it works. @UnrealEngine
Hytale Shared Source - Our Plan:
We're releasing the full server source, the protocol, and all Hytale assets, even the stuff that never shipped! It will be on GitHub, with access modeled after Epic's Unreal Engine source: a valid game license and accepting the program terms will get you an invite to our GitHub org, where you can view, clone, and download the repo.
Updates ship with every release and pre-release. You'll see a branch for each, pushed automatically through our CI/CD pipeline. We strip individual commits and author data for two reasons: to protect the team's privacy, and to keep the constant churn of our trunk-based workflow out of the public history. Next up, we'll publish the sources jar to Maven so you can browse the code right inside your IDE.
On contributions: we won't accept PRs yet, but there's a path to opening them up. Honestly, we don't have the capacity to review them without tanking our own productivity, and in the age of AI we'd drown in volume. It's not that the contributions are bad. It's the sheer number.
We've spent years in open source, and nothing kills the passion faster than PRs that sit unanswered. That's how a repo turns toxic, and we won't do that to you. Keeping it semi-public and license-gated also helps us moderate and reduce spam access and keep our lawyer happy while still giving the community the ability to see and use the code with Hytale.
Here's the plan: we'll start with an invite-only contributor model for select community members. As that proves out, we'll promote the trusted ones to maintainers who can push PRs to the team. Once we have maintainers we trust, we'll open contributions to everyone, alongside a code of conduct.
The legal framework was the hard part. We wanted to give you maximum freedom inside the Hytale ecosystem while stopping competitors from copy-pasting our code.
It took far longer than it should have, but we're glad to ship it. This pulls the community out of the decompilation gray zone, for both the developer experience and the legal side.
accounts.hytale.com/shared-source
What are the mysterious eight bytes that show up in-between some Windows heap allocations? In this follow-up to last month's video on @raysan5's snippet, we go further down the rabbit hole to figure out exactly who's writing the bytes and what they mean:
computerenhance.com/p/lets-decode-…
We are so happy with the response to our new plugin we spent a bit of time adding a new feature and already pushed an update. In this update, we disable the buttons based on simple bool property EditCondition.
Free and open source. Get it now!
fab.com/listings/dcc4e…
I'm sure everyone has heard by now that Unreal 6 won't have a visual scripting system to replace Blueprint once it's deprecated and removed. Some people in my Discord mentioned how Godot handles their system so I created this ("Visual Verse").
It's still early, but covers the whole Verse library of functions and language features (core, Unreal and Fortnite) and supports reroutes, type based context filtering for the node palette.
Still more to do but the end goal is to have a visual scripting system AND solve the "no way to merge" issue of binary Blueprints.
I will eventually be putting this on Fab once UE6 drops with Verse support, possibly with a "Lite" version for free with some team-facing features stripped out.
#UnrealEngine#Verse
I've created an article to help you get started with Verse in UE6.
The main focus is just to get it working.
After you get it working, I recommend the "Book of Verse" to continue learning.
#UE5#UE6#UE6Research #IndieDevronaldburns.dev/projects/how-t…
FontViewer (Editor Utility) updated to UE5.8.
The old version still works fine, but I applied some small improvements. I kept a copy of the old version on the 5.2 branch.
It's still one of my favorite editor utilities, I can spend hours choosing the right font for each project.
#UnrealEngine FontViewer (Editor Utility)
--
Thanks to everyone interest, is good to see so many other font lovers. I'm sharing the source code in github so anyone can download and use this tool. 👍🍻
--
Free and open source at github.com/DarknessFX/UEF…
Introducing Epic’s version control system: Lore! Built from scratch and open-sourced, we made scalability and performance core tenets from day one.
We’re releasing Lore as open source today.All source code, along with documentation of data formats and protocols are released under an MIT license and free to use. Help shape it into something even more powerful, together: Lore.org
Unreal Engine 5.8 ships today with experimental MCP server support:
Your sources, your pipeline and your workflow—simply configure the MCP plugin and connect to any agent. Get familiar with the MCP server and the PCG Primitive Plugin today and see what teams can build together: epic.gm/ue-5-8-blog
20+ professional Unreal Engine courses are now FREE on the Epic Developer Community 🎓
✅ UE Foundations & Blueprints
✅ Animation & Control Rig
✅ Game Development & Landscape
✅ C++ Programming
All created by expert trainers. Start learning today: epic.gm/free-professio…
40K Followers 1K FollowingDirector @DuckShakeGames |
making the slime game |
ex Tech Art R&D @EpicGames
LEGO, Fortnite, Matrix Awakens, Unreal Engine 4 & 5
3K Followers 4K FollowingAI-Driven Motion Solutions for Games, Entertainment & Beyond | Sign Up for the SayMotion Beta https://t.co/47806DdAcs
Join Our Discord: https://t.co/c5LcXrBgQ8
983 Followers 909 Followingゲーム開発者・東京 中文/日本語/English OK
#UnrealEngine 4 / Computer Graphics
All my opinions are my own and do not represent those of any organization
420 Followers 605 FollowingEx Graphics Lead at Saints Row 3 Remastered , Enshrouded, Six Days in Fallujah
🌝 Making GPUs go brr at @amoamoamo
🌚 Working on mil-sim co-op @purpleroad_game
4K Followers 448 FollowingTechnical Art Director - high end graphics.
Worked with DICE, Epic, Sony, Intel, Sledgehammer | Battlefield 3+4, COD https://t.co/drNlxsOVFK
4K Followers 384 FollowingSenior Environment Artist @Naughty_Dog •
The Last of Us Part 1 & 2 • Instructor @cgmasteracademy
& @Gnomon_Workshop •
Prev: @insomniacgames • Spider-Man PS4
921 Followers 2 FollowingDeveloping Asher's Slime (wip name)
We are a new game studio founded by @Vuthric and a few absurdly talented friends. Follow to witness the raise of the 🟢!
2K Followers 1K FollowingSenior Tech Designer @SplashDamage
Working on Project Astrid
Does #UE5 magic
he/him
Portfolio: https://t.co/kZDSnJEK5Y LinkedIn: https://t.co/b7uQl28OYA
9K Followers 207 Following#UnrealEngine fab marketplace creator and game developer focused on physics, graphics, and gameplay programming. Water supplier practicing programmers' art :)
7K Followers 2K FollowingUnreal Engine 5 enthusiast specializing in Material creation and Plugin development. Beginner English speaker.
UE5でMaterial作成とPlugin開発してます。たまにLoLとFPSと原神も。
10K Followers 85 FollowingLearn VFX in Unreal Engine and push what’s possible in real-time. Start with my free Niagara VFX Crash Course: https://t.co/cu3uijqAAU
8K Followers 408 FollowingSenior Software Engineer, Developer Relations at @EpicGames.
Former Lead Programmer on #Returnal for #PS5 @Housemarque.
https://t.co/RrGEn6DCbL for my presentations!
4K Followers 185 FollowingI'm a Technical Artist at Unity on the Shader Graph team. I'm a husband, father, and member of the Church of Jesus Christ of Latter-day Saints.
459K Followers 4 FollowingThe Official Home of Hogwarts Legacy✨ Live the Unwritten.
ESRB Rating: TEEN with Fantasy Violence, Blood, Mild Language, Use of Alcohol