Alex 🦅 retweeted
UE5 ships Live++ 2 disabled behind a flag. Flip it, then disable unitySplitting to work around a compatibility issue with Unreal Build Accelerator. C++ hot reload time dropped from 25-30s to ~10s in my case. Huge boost if you're working in C++ a lot!
#UnrealEngine #gamedev #cpp
Lore & S3 mysteries have been solved:
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If anyone is interested **how much faster** Lore is compared to git/perforce, I just ran some experiments here using the Unreal Engine repo:
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Alex 🦅 retweeted
I'm currently adding customization options for the animal forms - here are some versions for the raven 🐦⬛
Alex 🦅 retweeted
Recently pushed an update to gameforecast . app
- New UI style
- Operation based link color
- Net Profit per copy
- Node Graph PNG Export
- PDF summary export (wip)
~ cd Engine\Source\Programs\Horde
~ npx @outoftheboxplugins/horde-plugins-cli install s3-compatible
//TODO: and some config stuff
I've spent weeks researching and trying different databases when implementing analytics and Clickhouse was my favorite.
I am excited to see Horde going for it as well!
No more copy pasting 4 lines of install instructions.
New CLI for horde plugins is live and install "bundles" of server & dashboard plugins at the same time.
~ cd Engine\Source\Programs\Horde
~ npx @outoftheboxplugins/horde-plugins-cli install tools-uploader
~ cd Engine\Source\Programs\Horde\HordeDashboard
~ npx @outoftheboxplugins/horde-plugins-cli tools-uploader
~ cd Engine\Source\Programs\Horde\HordeServer
~ dotnet add HordeServer.csproj package OutOfTheBoxPlugins.HordeToolsUploader
Doing CI for Horde turns out to be a lot faster and reliable than expected.
Just a bit over 10 minutes on a clean github runner.
Installing Server & Dashboard plugins:
I am not sure yet what the best way to handle these is.
I want to use the same CLI which I created for installing, but it feels like a circular depedency.
Currently they just copy the files in the Horde folder tree.





















