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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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 @Heavy_Bullets
@Heavy_Bullets @CobraCodeDev Well, from what i've learned you would write out a condition script attached to the player node to define the sprite angles. Or code a sprite angle material. It's not ui based. Same with a "skin system." It's not intuitive. godot has you code alot of things that could be ui imo
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Replying to @HissatsuClaw
@HissatsuClaw @Heavy_Bullets Interesting!
I haven't gotten too deep with Godot yet and what it can do with sprites and just assumed it already had good solutions to all of that😅

Maybe there are still things left to figure out and improve upon! 💡
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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…
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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Replying to @LionBoxGames
@LionBoxGames @cobracode Yooo that's awesome :D
There's so much potential here!
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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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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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Replying to @CobraCodeDev
@CobraCodeDev Oh that's really cool! So you can really customize it and be artsy with it.
I wonder if PCG can even code auto-tiling (where it auto-selects the correct tile images, depending if it's edge, corner, center, etc.)
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Replying to @LionBoxGames
@LionBoxGames That's the part where I'm stuck at now, but you can do math in PCG and you can calculate the min and max point, so you could do the math based on tile size and then assign a column and row index to each tile allowing you to figure out neighbors... but it's a bit tough
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Replying to @CobraCodeDev
@CobraCodeDev Yup! And you can combine it with PCG mode to be able to just completely draw out your 2D environments. :)
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Replying to @ProceduralMinds
@ProceduralMinds Thanks, I gotta look into that :D
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Replying to @CobraCodeDev
@CobraCodeDev That's a creative approach. The fact that you can just drag the points to set the shape is super useful.
How would you add custom decorations (e.g. some of the tiles being pebble instead of stone)? Just random procedurally generated?
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Replying to @LionBoxGames
@LionBoxGames Yeah you can have a material override on the mesh it spawns so you could just randomly pick a variant!
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Everyone Else: Complaining if they have to install two different Unreal Engine Versions

Me:
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Replying to @CobraCodeDev
@CobraCodeDev Same but I still have it back from unreal 4.7
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Replying to @UndreamedPanic
@UndreamedPanic Absolute Madman
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Replying to @CobraCodeDev
@CobraCodeDev In some of the versions they are actived intentionally🫠 sometimes i add android support to my side projects just for practice
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Replying to @SoraTwilight_VT
@SoraTwilight_VT Cool, I haven't messed with that for a long time :)
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Replying to @CobraCodeDev
@CobraCodeDev I compile 5.4 - 5.8 with a single batch file in one go.
But UE4 and UE5 with one source code never worked.
maybe UE4 to UE5, but I tried UE5 compile to UE4.
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Replying to @EvilReFlex
@EvilReFlex I see.
I'll dig more into this over the next few days and see if I can somehow make it happen.

My plugin is just a sprite trail manager so far, so it's quite simple which might make it easier
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