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Technical Artist

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Daniel Bowler

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PhysX: The Case Of The Leaky Cloth

Summary We found quite a large leak within Apex 3.4 (currently used in Unreal Engine 4, amongst others) – in a relatively short run of the title that we were working on, we saw over 150mb [...]

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Yuchen Mei

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Josef Gluyas

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Getting Into Games Development (Part 1)

One common question from people outside of the games industry, whether they’re students, contractors that we’ve had in to fix the air conditioning, or just a friend of a friend that overhears [...]

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UE4: So Long MAX_PATH… And Thanks For All The Fish!

You can view and download the code for this post from our Github Pull Request: github.com/EpicGames/UnrealEngine/pull/3732 Summary Almost every developer that we’ve spoken to seems to have, [...]

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UE4: Is it a drive? Is it a directory? No, it’s…

Nb. the changes described in this blog are available in the following Github Pull Request: github.com/EpicGames/UnrealEngine/pull/3724 So, where were we again? Ah, right.. while developing our [...]

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UE4: Cache-ing Up, Cache-ing In

Nb. The fixes described below are available in our GitHub Pull Request: github.com/EpicGames/UnrealEngine/pull/3697 In our last post we described some simple modifications to UE4’s file IO [...]

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UE4: The Improvement of the File Profiler

You can view and download the code for this post from our Github Pull Request: https://github.com/EpicGames/UnrealEngine/pull/3688 The Existing File Profiler UE4 has a tool for profiling file IO [...]