Committed to delivering high-quality, easy-to-understand #UnrealEngine resources that follow best development practices, all created and maintained by @Tezenari

Joined October 2021
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So... I rebuilt the Unreal Directive website from the ground up. A sleek new design, vastly revamped resources, amongst other improvements. This is just the beginning, please let me know what you think šŸ™ unrealdirective.com/updates/…
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Unreal Directive retweeted
Dropped a big update on Unreal Directive. Site redesign, 11 new resource pages (specifiers, replication, GAS, project standards, gameplay tags), version filtering for console variables, and added search. Lots of stuff. Check it out! unrealdirective.com
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Dropped a big update on Unreal Directive. Site redesign, 11 new resource pages (specifiers, replication, GAS, project standards, gameplay tags), version filtering for console variables, and added search. Lots of stuff. Check it out! unrealdirective.com
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I also update all resources to have UE 5.7 support (soon UE 5.8).
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Unreal Directive retweeted
Exited to share a new resource: a complete list of Unreal Engine keyboard shortcuts! Search, filter, discover shortcuts to help simplify your workflow. Check it out here: unrealdirective.com/resource…
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Rider is a great IDE for Unreal Engine development, so this is pretty hype
Contribute to open source, learn through self-education or courses, record educational podcasts, or grow your pet project easily with a FREE Rider subscription for non-commercial development. Download and start today šŸ‘‰ jb.gg/rd-free Spread the word! #dotnet #gamedev
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Unreal Directive retweeted
Not as exciting as MegaLights, but my contribution to UE 5.5 is that now you can define drop-down options for your String / Name variables in BPs! :D Just create a function that returns an array, and select it in the Advanced panel. You can even use static C methods! 🌟
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Unreal Directive retweeted
We are Mega excited about this in particular šŸ”¦ MegaLights, a new experiential feature in 5.5, enables artists to use orders of magnitude more lights. They are movable and dynamic, with realistic area shadows, and can light volumetric fog. See this capture of our live, real-time demo using Quixel Megascans and KitBash3D assets. #UnrealFest
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šŸ‘€ I’ve been waiting for this! Can now start testing out Rive UI assets in Unreal Engine using DX12.
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The Rive x Unreal RHI technical preview is here, bringing a powerful new way to integrate Rive into Unreal’s rendering system. Available today for Windows DX12, with more platforms coming soon.
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Replying to @UnrealSensei
They'll be free from Fab launch to the end of 2024. Get them for free in that timeframe and you'll own them forever, like free games on the Epic Games Store: x.com/quixeltools/status/183…

17 Sep 2024
✨ Fab will be launching this October! When Fab goes live, new Megascans will be available exclusively on Fab and will be free for everyone under Fab’s Standard License from launch until the end of 2024.
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Unreal Directive retweeted
Epic Games will no longer offer the Quixel Megascans library for free starting next year. A big reason a lot of people started using Unreal Engine is for the free library. Now each Megascan asset will be a separate payment.
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Unreal Directive retweeted
A really cool feature that snuck into @UnrealEngine 5.4 is Landmass Erosion. You can set up your standard landscape then drop this in to make it do an erosion pass on your environment. Only a couple of clicks for a glow up. Check it out! #UETips
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When dealing with Gameplay Tags in #UnrealEngine, remember that you can declare and define them in C using built-in macros - UE_DECLARE_GAMEPLAY_TAG_EXTERN - UE_DEFINE_GAMEPLAY_TAG - UE_DEFINE_GAMEPLAY_TAG_STATIC I explain it in a bit more detail here unrealdirective.com/tips/dec…
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Gameplay Tags have been one of my go-to features since I discovered them a long while back. Not only are they lightweight, but they are also incredible versatile. I recommend checking them out šŸ‘
Replying to @HighlySpammable
Gameplay Tags in Unreal are incredibly underrated! Create tags for attributes like ā€˜has red key’ or ā€˜has been to castle’. Then designers can set tag queries as variables on things to control game logic without having arbitrary bools on their character to describe things. #UETips
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Unreal Directive retweeted
Gameplay Tags in Unreal are incredibly underrated! Create tags for attributes like ā€˜has red key’ or ā€˜has been to castle’. Then designers can set tag queries as variables on things to control game logic without having arbitrary bools on their character to describe things. #UETips
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Another great resources from Chris that goes over many useful (and hidden) features in Unreal Engine! I recommend giving it a watch, you'll definitely learn something new šŸ˜‰
My Unfeatured Features of @UnrealEngine talk is now live! Go check it out here. I'd love to hear comments about what kind of stuff was useful in these talks. I always cut a lot to keep things in time so knowing what's particularly useful is great! #UETips youtube.com/watch?v=_BIZ3FOc…
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I developed a sleek list of Unreal Engine console commands & variables over on my website. While there's still more work that needs to be done, I'm pretty proud of it. Is there anything missing on it that I should consider adding? unrealdirective.com/resource…
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Some of you were curious about the "Array_NextIndex" and "Array_PrevIndex" functions and their use cases. It basically simplifies getting the next or previous valid index of the array. In the case for "Array_NextIndex" -- - If the array is not valid, return -1 (INDEX_NONE). - If the next index is less than 0, return 0. - If the next index is less than or equal to the last index, return the next index. - If the next index is greater than the last index, and bLoop is enabled, return 0. Otherwise, return the last index. An example use-case would be an event driven incrementation, such as a UI carousel or moving to the next destination.
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Last night I released v1.3 of UDCore, which brought 7 new functions and 2 function updates. Got any suggestions for new features? I'd love to hear them!
Hey everyone! I just released UDCore, a free, open-source Unreal Engine plugin! It's still in early stages, but it currently provides over 60 helpful functions/blueprint nodes. Check it out and let me know your thoughts! github.com/UnrealDirective/U…
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