Pinned Tweet
I created a 2D template for Unreal Engine 5 and decided to make it open source and free for everybody!

github.com/CobraCodeDev/T…

Please share the template and fork it to make your own versions of it.
#indiedev #gamedev #unrealengine #ue5
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Cobra Code retweeted
Unreal Engine Tilemap revolution!?
(I'm using PCG and pcg draw mode)

#UnrealEngine #IndieGameDev
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Wow, that was quick!
Inspired by the great @cobracode, I experimented a bit with auto-tiling in Unreal Engine, using PCG (procedural content generation). Proof of concept.

#UnrealEngine #IndieGameDevs

x.com/CobraCodeDev/s…
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Cobra Code retweeted
My dynamic Multi-Angle Sprite system in UE5!

Just a single plane with a material that does EVERYTHING: camera alignment, automatic sprite sizing, and view selection, including top/bottom views!

Fully dynamic, supporting different view angle increments. (30°, 45°, etc.)

#UE5 #UE5RFX
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I just came back from Unreal Fest Tokyo 2026!
The News:

- Re-Confirmation that Blueprints and Actors won't be in UE6 at all
- The C++ Gameplay Framework will also go away with UE6
- UE 5.9 Preview launches next week
- AI-Assisted Migration from UE5 to UE6

(1/8)🔗
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Replying to @CobraCodeDev
I remember reading an article a while ago talking about interoperability of C++ and Verse, which might not be relevant anymore.

With the announcement from today I'm not quite sure in what way we can still use C++ in UE6, outside of changing the engine code.

(7/8)🔗
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Replying to @CobraCodeDev
UE 5.9 Preview drops next week and outside of MCP updates there's also other features and improvements.

(8/8)🔗

x.com/pafuhana1213/s…
UE5.9!来週にはプレビュー版が出るとのこと
AI連携の強化だけでなく、色んな機能で改善や新機能があるとのこと
#UEFESTTOKYO26
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I finally took a short look at PCG in Unreal!
I believe there's some potential here to use it for tile maps to set up things like auto tiling, destructible tiles and so on to completely side step Paper 2D's Tile Sets and Tile Maps
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Everyone Else: Complaining if they have to install two different Unreal Engine Versions

Me:
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This is in stark contrast to the UE game jam 2 months ago by Historia, which was partly sponsored by Epic Games.

There you could use AI for assistance but completely vibe coded projects were disqualified because the whole point of the jam was to LEARN UNREAL
Vibe your way to 50K.

The 2026 Epic AI MegaJam begins Nov 12: epic.gm/epic-ai-megaja…
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Some more impressions from Unreal Fest Shanghai 2026
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I’m at Unreal Fest Shanghai right now.

They just announced that keeping Blueprint support is NOT one of their requirements for early versions of UE6 anymore and support might already be completely removed right at the beginning.
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Also implemented the ability for grass and enemies to drop resources

The loot table can easily be defined for each enemy or object in a Data Asset
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Different resource pickups are now working and being displayed properly in the inventory

Money, Bombs and Arrows all reuse the same system because in the end they're all just resources with a number we have to keep track off
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Prototyped the ability to switch between different items through the Inventory Menu

Here I'm going between the bow and boomerang
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Did you know that you can copy functions between different Blueprints and even Unreal Projects?

Input and output parameters will also be copied over, so this is extremely useful for things like a nested UI where you have to pass values through multiple layers
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