Figuring out the basics of UE4's Slate syntax is sometimes daunting for programmers when they first use it. In this post we discuss some core concepts in order to help out new Slate users, and possibly refresh the memories of those who don't use it all that often!More
So, yeah, I started writing this story in July 2017 with Part 1 ... and intended to finish it a month later. It's now March 2020 ... nearly 3 years have passed ... and the world has most definitely moved on from wondering what happened next in my route to the games industry!
So, yeah, let's pick right up where we left off...More
When a process takes a long time to complete, it makes absolute sense to put some time limit checks in so that you're not starving other work. What you don't want to do, of course, is to have those checks slow your original task down further by any considerable amount - here, we found that exactly this was happening .. so we present a solutionMore
ToString() is one of the most commonly called functions in UE4 - certainly across the editor, the content cooker and such. Here we take a look at it and make it over twice as fastMore
UE4's Package Versioning is a bit of a dark art for most.. here we try to remove some of the confusion around it - while, again, offering some improvements through optimizationMore
With performance critical editor and cooker code, it's well advised to consider performance when adding tests for rare errors. Here we take a look at this and show by, by considering the CPU pipeline and code cache, a simple change can yield a significant performance improvement without reducing stabilityMore