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
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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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
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)🔗
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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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)🔗
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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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…
(8/8)🔗
x.com/pafuhana1213/s…
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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
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:
Me:
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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.
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
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
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
Here I'm going between the bow and boomerang
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