makin’ games n stuff // prev: core tech lead @BULKHEAD

Nottingham, UK
Joined February 2012
Ves Georgiev retweeted
This is what i get for trusting a pilot in Wardogs. They crashed, i ended up in the wrong location, and now my character is stuck there permanently. Beware
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huge props to @honk_dice for the continued work on UnrealBuildAccelerator (UBA) ❤ experimenting with the new caching service in UE 5.5 - here's a fully clean #UE5 editor compile doing barely any compile work!
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likewise handmade hero was a massively influential part of my journey into gamedev. i hope it continues to spark that excitement and drive for knowledge for many more, thank you @cmuratori
This trailer is just over 10 years old but it spawned a career for me and many others, as well as the many friends I made that I still have today. Thank you for everything you did, @cmuratori. youtube.com/watch?v=A2dxjOjW…
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me not getting to code as much these days
Sorry I missed your comment, I was busy building software
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published an #UnrealEngine plugin that adds an S3 backend for virtual assets github.com/VesCodes/Virtuali… been using it with a personal project for a while and it's offloaded about ~60% of my repo size to a free backblaze b2 bucket so i don't have to pay for extra github storage
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making "yet another #ImGui plugin for #UnrealEngine" but it's got a bunch of neat features that I've not seen together (multi-viewports, docking, editor & PIE support, etc). more to come but would appreciate some early feedback if you wanna give it a whirl github.com/VesCodes/ImGui
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You're doing #UE5 logging wrong! A short thread on Unreal's new structured logging system introduced in 5.2.
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Here's another example with named fields and arrays. Unlike positional fields order is irrelevant and extra fields are ignored. Note that field names must be unique in both cases.
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Additionally you can provide custom serialization for any type. There's really no excuse to still use the clunky ol' UE_LOG!
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if you’re an unreal dev at @developconf you should definitely go see this talk! we’ve also fully migrated all our build infra to horde at @bulkhead and it’s brought us some fantastic workflow improvements
Day 3 of @developconf ! My presentation about Horde for Unreal is at 14:00 in room 2. Very much looking forward to it.
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#UE5 silently introduced a new console on Windows with the 5.1 release. It's crazy useful with nifty features like log filtering and support for executing console commands (server admins rejoice!) You can try it out by launching with the "-NewConsole -Log" arguments.
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Ves Georgiev retweeted
It's Monday.... Putting the good vibes out there! #UE5.1 #RealTime #puppets #Substance3DModeler #C4D
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Ves Georgiev retweeted
Two weeks without coding and I've forgotten 30 years of experience
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solved
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actually only been made aware of this because SOMEONE decided it wasnt worth telling me 🙄
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This is what it's like playing valorant with @fr0styNinja
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