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CommonTileView: CommonUI's grid system used for the game's Inventory // Supports item Stacking 📦 Driven by Data Assets for easy scalability & customization #CommonUI #UI #indiegame #UE5 #UnrealEngine #gamedev
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My Room-snapping Map system 🗺️ Add custom Volumes to track the Level and individual rooms // Widget Centers to the player's current room location and Rooms snaps together to form the Map #UI #CommonUI #indiegame #UE5 #UnrealEngine #gamedev
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【BBB】ロボット掃除機の玉運びゲーム制作中! CommonUIでだいぶUIの載せ替えができました! ホーム画面 ⇒ インゲーム画面 ⇒ ホーム画面 のひとまずの遷移が繋がって、少しずつ仕組みがわかってきた気がします…!(ポロポロと不具合は出てますが😅) #ゲーム制作 #ゲーム開発 #gamedev #indiegame
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【BBB】制作中! マウスとゲームパッドの切り替えってどうやるんだ?と試行錯誤してたら「CommonUI」というプラグインがあることを知りました…! これで実装すると自動的に切り替えできてる…!すごい! 画面作り直しだけどこれは助かる~ #ゲーム制作 #ゲーム開発 #gamedev #indiedev #indiegame
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The final boss of my CommonUI implementation: CommonTabList 🎮 A MenuSwitcher Tab Buttons Widget enabled at runtime // The Last Tab selected is always remembered 🙏// Changing button order and adding new ones to the Player Menu is👌now #indiegame #UE5 #UnrealEngine #gamedev
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そろそろUIもガッツリやっていきたいなと思って CommonUIを学び始める… キーボード操作時の挙動が気に入らなくて色々やって 思ったような挙動まで持っていけました アイコンが変わるのは便利で良い感じ #UE5 #ゲーム制作 #IndieGameDev
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CommonUI使えば改善されるかと思ったけど、なかなかうまく使いこなせず...
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Apr 23
Someone turned Claude Code into a full game dev studio. One repo. 48 AI agents working together. It's called Claude Code Game Studios. You open Claude Code, type /start, and suddenly you have a creative director, a technical director, a producer, department leads, and 40 specialists ready to ship your game. Not one assistant trying to do everything. A real studio hierarchy. Directors guard the vision. Leads own their domains. Specialists do the hands-on work. Each one knows when to escalate and when to shut up. Here's what's inside: → 48 specialized agents across design, programming, art, audio, narrative, QA, and production → 37 slash commands. /sprint-plan, /code-review, /balance-check, /brainstorm, /playtest-report, /hotfix, and more → 8 hooks that run automatically. Block hardcoded values on commit. Warn on force push. Validate asset naming. Log every agent call. → 11 path-scoped rules. Edit gameplay code and it enforces delta time usage. Edit networking and it enforces server-authoritative patterns. Automatic. → 29 document templates. GDDs, ADRs, sprint plans, economy models, faction design, all ready to fill. Three-tier hierarchy mirroring real studios: Tier 1 runs on Opus. Creative director, technical director, producer. The vision guards. Tier 2 runs on Sonnet. Game designer, lead programmer, art director, audio director, narrative director, QA lead. Department owners. Tier 3 is the specialist floor. Gameplay programmer. AI programmer. Network programmer. Level designer. Economy designer. Technical artist. Sound designer. UX designer. Accessibility specialist. Live ops. Community manager. Plus dedicated engine specialists. Pick one. → Godot 4 (GDScript, Shaders, GDExtension) → Unity (DOTS/ECS, Shaders/VFX, Addressables, UI Toolkit) → Unreal Engine 5 (GAS, Blueprints, Replication, UMG/CommonUI) Here's what makes it actually usable: It's not autopilot. Every agent follows the same protocol. Ask questions first. Present 2-4 options with pros and cons. Wait for your call. Draft before finalizing. Never ship without sign-off. You stay the boss. The agents just make sure nothing slips through. The hooks are the real unlock. Commit code with a magic number and it gets flagged. Open a session on a fresh project and it suggests /start. Push to main and it warns you. Spawn a subagent and it logs the trail. All automatic. Nothing to configure. Grounded in real game dev frameworks too. MDA. Self-Determination Theory. Flow state design. Bartle player types. This wasn't vibe-coded. The setup is 3 steps: → Clone the repo as your project template → Open Claude Code → Run /start and it asks where you are (no idea, vague concept, clear design, existing work) and routes you to the right workflow That's it. You now have a studio. Solo devs spend years learning what a producer does. Months figuring out when to write a GDD vs prototype. Weeks debating architecture with nobody. This gives you all of it on day one. 15.3K stars. 2.2K forks. Active development. MIT License. 100% Open Source.
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UEのCommonUI、Windows用ゲームパッドならUI操作まで問題なく動くようになった。 PS5/PS4パッドはSDKがないので、そっちは後回し。 #UE5 #ゲーム開発 #ゲーム制作 #gamedev #indiegame #indiedev
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Got the basics of my CommonUI menu sorted. I know I will totally forget how to do this next time it's needed. Guess I will make a YouTube tutorial for future me. #gamedev #indiedev #CommonUI
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色々試しながら設定画面を作ってるけど、UEのフォーカス周りの挙動がいろいろ怪しい。 CommonUIも微妙だし、UI Navigateでもおかしくなる。 いっそのこと自分で一から書いた方が早そう。 でもアクセシビリティ系は捨てることになりそう。悩む。 #UE5 #UE5Study #GameDev
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最近はcommonUIとでき鍛冶のストーリーについてずっと考えてる 両方打開できたらこのゲーム完成の兆し🐙
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CommonUI Enhanced Input Bug Fixes - Unreal Engine Reactive Turn Based Combat #43 youtube.com/watch?v=1yaaE5Ec… #CodeLikeMe #unrealengine #ue4

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Replying to @mac_shirk
No worries and trust me bro I am very much on board with your initial statement xD Was just jesting a bit and showing you some unique way to think about UMG Navigation along the way (that avoids CommonUI).
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Replying to @Jakkofn @mac_shirk
This is a simplified way to handle UMG navigation for controllers if you really dont want to bother with CommonUI. Its far from perfect but yeah ... I know what MacKenzie is talking about, pretty much everyone dislikes UMG or CommonUI.
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Replying to @mac_shirk
Why? I've been using CommonUI for over a year and it's really, really good
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Replying to @mac_shirk
I don’t mind default UMG but CommonUI is just painful. I made my own systems instead of using it lol
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UMG, and specifically CommonUI are legitimately the worst part of Unreal Engine Ive ever encountered. This stuff needs to get nuked from orbit
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