Senior Gameplay Programmer

Warsaw, Poland
Joined May 2011
Constantine Romakhov retweeted
With the new Epic Launcher making the rounds... I'm really glad they are working on this, and aiming to improve it. The old one's been really bad for ages now. If you're an enthusiast and enjoy bug testing and reporting issues, awesome, go for it! But... if you're a developer, I'd advise staying away, for now. The new launcher doesn't pick up your UE projects outside the default directory, it also removed the "UnrealVersionSelector.exe", which is what is used for selecting the correct UE version when a .uproject is opened. Means you have to manually select the unreal engine again every time you open a project that may be in a different version. Some users are reporting that going back to the current/legacy launcher also removes your UE installs. I'll admit that the front-end is sick, buttery smooth, that's a huge step forward. But we're developers. We don't have time to beta test. We need robust software that's been tested. We have work to get done.
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Constantine Romakhov 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
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Constantine Romakhov retweeted
UE5.8 のアップデート情報をまとめました!触ってみて見かけたものをコードの例や使い方なども含めて雑多にまとめてます。 ツリーにも一部ぶら下げておきます! leongameworks.notion.site/Un… #UE5 #UE5Study
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Constantine Romakhov retweeted
finally they made a game about DLSS
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Couldn't find any good free Blender-like pie menu for #UE5. Had to do it myself. github.com/Solessfir/PiUE
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Hey, just published my first #UE5 plugin on #Fab - Plex. Sweep tracing with editor-defined shapes (sphere, capsule, box), socket/bone attachment on SM & SKM, dynamic substepping, per-shape hit index, and Visual Logger support. fab.com/s/d5584eaa0c07
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UE 5.7 comes with the Async Message System (aka Lyra’s Gameplay Message Router v2.0). See comments for C++ usage 🧵 #UE5 #UETips
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Struggling when your function takes a raw pointer, but your class member stores `TObjectPtr`? Unreal Engine has built-in `TObjectPtr` converters! #UE5
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Constantine Romakhov retweeted
Fun fact: Those fields from the splash screen are super easy to customize
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Constantine Romakhov retweeted
TIL Valve suggests modifying Unreal's file cooking alignment setting to avoid huge steam delta download sizes. partner.steamgames.com/doc/s…
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Constantine Romakhov retweeted
Pro tip: You can restrict a plugin's modules loading by target and/or configuration.
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Constantine Romakhov retweeted
If you have a lot of console commands in your project, this is for you. You can add premade autocomplete entries in the console for your team. No more guess the correct arguments or syntax. And you can even assign custom colors.
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Constantine Romakhov retweeted
Don't do it but... You can include headers from other private module folders by specifying the path via PublicIncludePaths or PrivateIncludePaths.
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Constantine Romakhov retweeted
You can use SetCategorySortPriority on the Project Settings or Editor Preferences Settings containers to re-order categories. This way you can even put your own plugins above the `Engine` section for easy access.
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Constantine Romakhov retweeted
I found the checkbox to unlock happiness. It doesn't automatically solve all bugs for you, but it makes debugging multiplayer easier for Rider & Unreal Engine. Please tell me I wasn’t the only one living without this.
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Constantine Romakhov retweeted
Now that "games are too big" drama is over, let's take a look at the different compression levels available in Unreal Engine. You will probably never use any of this, but I have nice graphs inside. A thread 🧵
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