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Steve is an independent game developer with a passion for coding, open source projects, and good coffee.

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Coding Game development Open source projects Unreal Engine

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The blog post discusses a technical challenge faced in the game Minermancers, where NPCs need to navigate through solid rock to reach their destinations. The author explains the limitations of standard Unreal Engine (UE) navigatio...
Replacing macOS with Linux Mint 22.3 on a 2013 MacBook Pro involves overcoming Nvidia driver issues and kernel compatibility for improved performance.
The author discusses the process of creating an in-game map screen using Unreal Runtime Virtual Textures. They outline the requirements, failed ideas, and the solution using Runtime Virtual Textures. The post also covers enabling ...
The text provides a step-by-step guide on how to create distance field fonts in Unreal Engine 5, including the installation of fonts, importing them into Unreal, and turning them into distance field fonts.
In Unreal Engine 5.5, disabling Occlusion Queries causes LastRenderTime on most Primitive Components to not be updated correctly, leading to issues with Skeletal Animations and other effects. The author shares their experience and...
The author discusses a problem with network saturation in Unreal Engine while working on a multiplayer game. They explain how they solved the issue and the technical details behind it.
The text provides a guide on how to set up agent player avoidance in Unreal Engine using Detour Crowd Avoidance. It explains the setup for both agents and players, and why it works. The author also shares a new component that need...
The post discusses the problem with using the camera component directly for calculations based on the current view and provides a solution to always access camera location/rotation via the APlayerCameraManager. It explains the dif...
The text explains how to manually set positions for Niagara particles, specifically for a 'throwing arc' visualization. It details the steps to create a Niagara system, set user parameters, create an emitter, and render the partic...
The text discusses the importance of asset validation in game development, particularly focusing on sound attenuation settings. It explains the need for automating asset validation and provides a step-by-step guide for implementin...
The blog post discusses the challenges of making multiplayer games, particularly in relation to the prediction of projectiles in Unreal Engine. It outlines the problems with different approaches and describes the final solution of...
The text discusses the problem of blurry textures when rendering to textures in Unreal using a Scene Capture Component 2D. It explains that the most common cause of blurry textures is texture streaming and provides a better soluti...
The text explains how to use animation montages in multiplayer games, and how to replicate them across players to ensure synchronization. It provides a step-by-step guide on defining a data structure, adding properties to the char...
The author encountered a strange error while trying to package a project with Unreal 5.3. The error was related to TypePromotionPinDenyList, which the author had never heard of before. After some searching, the author found the is...
The text discusses the importance of driving game systems from easily editable data, particularly using DataTables in Unreal. It explains the challenges of referencing a particular row of a table in another asset and provides a so...
The author discusses his need for a searchable note-taking system due to his poor memory. He explains his dissatisfaction with OneNote and his decision to migrate to Obsidian. He details his requirements for a note-taking system a...
The author replaced their doorbell with a custom Zigbee button and Home Assistant, running on a Raspberry Pi 2, to avoid scaring their cat. They didn't want to use cloud-dependent smart home products and wanted to keep their home ...
The post discusses the benefits of using Git submodules in JetBrains IDEs, particularly focusing on the features of Rider. It explains how to set up submodules, manage them, and take advantage of the directory mappings feature in ...
The text explains how to create animated text effects in Unreal Engine using UMG Rich Text Block. It covers setting up animated text styles, creating font materials to animate vertices, and varying animation across words and phras...
The author discusses their experience with UE4's Control Rig, and how they encountered a problem with the Rig Graph not appearing in their project. They explain that the issue was caused by the 'Spawn Default Blueprint Nodes' edit...
The text discusses the difficulties of smoothly transitioning between normal gameplay view and cutscenes in UE4 using the Sequencer tool. The author initially struggled to find a built-in feature to blend smoothly to and from sequ...
The text explains how to add editor visualisation to unselected objects in UE4. It discusses the problem of visualising custom information at edit time, even when objects are not selected, and provides solutions using different me...
The post explains the use of skyboxes in UE4, detailing the optimization of rendering distant objects and environments. It discusses the pipeline for skyboxes, the use of equirectangular projection, and the process of converting D...
The author reflects on his experience with Unreal Engine 4 after a year of heavy use. He discusses his initial evaluation, the progress made in building a game, his thoughts on C++ and Blueprints, and his experience with tools lik...