Committed to delivering high-quality, easy-to-understand #UnrealEngine resources that follow best development practices, all created and maintained by @Tezenari

California, USA
Joined October 2021
Unreal Directive retweeted
It's taken a while, but my team and I at @NyarenariLLC have finally released Project Feed to the public. We've been building it for a long time and using it to manage its own development, along with several projects we haven't announced yet. It's exciting to finally share something that's become part of how we work. Project Feed is a project management web app with built-in media review, built around the needs of creative teams. You can share rich progress updates and pin feedback directly to 3D models, 2D sprites, images, videos, and audio. You can also track tasks, collaborate on docs, and work through ideas together on canvases. For us, reviewing the work is a big part of managing the project. A task description can tell you what needs doing, but seeing the latest version and pointing to exactly what needs changing makes the conversation much clearer. We wanted that feedback to live alongside the work and the updates that explain it. That's what we've been building toward. A place where game developers and other media teams can share what they're making, review it together, and keep their projects moving. We've put a lot of time into this, and I'd love to hear from people doing similar work. Give Project Feed a try and tell us what works for your team and what you'd like us to improve.
Plan tasks and share updates across your projects, while pinning feedback directly on the files themselves. Project Feed is now publicly available! projectfeed.app
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Unreal Directive retweeted
File I/O utilities (amongst other data utilities) are coming to Directive Utilities in v2.3, though I don’t have a release date yet. This set covers text and binary files, with both synchronous and async nodes, plus atomic writes and a file watcher: - Read / write / append text files - Read / write binary files - Read text file lines - Async read / write for text and binary - Atomic text and binary writes - Get file size and timestamp - Watch File (poll interval, changed, failed, change type) Sync nodes are there for small files and tooling. The async variants keep large reads and writes off the game thread, and the atomic write nodes go through a temp file first so a crash mid-save doesn’t leave a half-written file on disk. Watch File polls a path and fires when it changes, which is useful for live configs, logs, and editor pipelines that shouldn’t require a restart. These are the kinds of nodes I’ve ended up rewriting on project after project, so they’re going into the plugin as part of the realtime data work for v2.3. If you’re unfamiliar, Directive Utilities is a free open-source plugin I’ve been developing based on my 10+ years of professional experience. Source Code: github.com/UnrealDirective/D… Fab: fab.com/listings/c34374fe-2a…
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Unreal Directive retweeted
I'm working on the next Directive Utilities updates. Theme: realtime data. The first piece is runtime config I/O - read/write bools, floats, int, int64, strings, etc - list sections and keys - check, clear, add, remove, etc These have been quite useful in many projects I've worked on in the past as they can be used for live settings, packaged-game overrides, and tooling that shouldn't require restarting the project. This is just a small portion of what I'm adding. Real-time data table utilities, csv utilities, and maybe I can fit some database utilities in as well. We shall see 😏 If you're unfamiliar, Directive Utilities is a free open-source plugin I've been developing based on my 10+ years of professional experience. Source Code: github.com/UnrealDirective/D… Fab: fab.com/listings/c34374fe-2a…
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Unreal Directive retweeted
The cool thing with Directive Utilities is that you don't even need to use the plugin. You can legally "steal" any of the code and use it in your own projects😏
If you’re an Unreal Engine developer, go check out the free open-source Directive Utilities plugin I made. It’s still early, but I’m putting in the utilities I’ve actually used (or really wished existed) over the last 10 years of professional work. Source is here github.com/UnrealDirective/D… or grab it straight from Fab fab.com/listings/c34374fe-2a… Hit me up if you run into any issues, and a star or review would mean a lot if it’s been useful.
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Unreal Directive retweeted
Looks like Directive Utilities hit the 150+ mark while I wasn't looking ☺️
If you’re an Unreal Engine developer, go check out the free open-source Directive Utilities plugin I made. It’s still early, but I’m putting in the utilities I’ve actually used (or really wished existed) over the last 10 years of professional work. Source is here github.com/UnrealDirective/D… or grab it straight from Fab fab.com/listings/c34374fe-2a… Hit me up if you run into any issues, and a star or review would mean a lot if it’s been useful.
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Unreal Directive retweeted
If you’re an Unreal Engine developer, go check out the free open-source Directive Utilities plugin I made. It’s still early, but I’m putting in the utilities I’ve actually used (or really wished existed) over the last 10 years of professional work. Source is here github.com/UnrealDirective/D… or grab it straight from Fab fab.com/listings/c34374fe-2a… Hit me up if you run into any issues, and a star or review would mean a lot if it’s been useful.
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Unreal Directive retweeted
If you're on Unreal Engine 5.8, don't forget that you can export an ini file from the naming conventions and import it into the editor. New files and renaming will automatically start using the new conventions😉
If you're having trouble organizing your Unreal Engine project, consider checking out the project standards section on my website. Asset naming conventions, folder structures, function & variable naming, and others. unrealdirective.com/resource…
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Unreal Directive retweeted
Standards I've followed and enforced for many years. Accumulated from Unreal Engine, Allar's Style Guide, and over a decade of professional experience. But standardized to remove old inconsistencies.
If you're having trouble organizing your Unreal Engine project, consider checking out the project standards section on my website. Asset naming conventions, folder structures, function & variable naming, and others. unrealdirective.com/resource…
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Unreal Directive retweeted
Awesome, Directive Utilities is up to eight 5.0 star ratings! For anyone that's been using it, how has the plugin been working out for you? Have you come across and issues or gaps that I need to address?
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Unreal Directive retweeted
I built a suite of Gameplay Tag hierarchy utilities for Directive Utilities to give developers deeper control when working with hierarchical tags. Find Registered Tags Searches the tag registry for tags containing a substring (case-insensitive). Useful for tooling and debugging. Get Tag at Depth Truncates a tag to the first N segments (e.g. "A.B.C" at depth 2 → "A.B"). Get Tag Children Returns every registered descendant of a tag (the full subtree, excluding the tag itself). Get Tag Direct Children Returns only the immediate children of a tag. Get Tag Common Ancestor Finds the deepest shared ancestor of two tags (e.g. "A.B.C" and "A.B.D" → "A.B"). Get Tag Depth Returns the number of segments in a tag (e.g. "A.B.C" → 3). Get Tag Direct Parent Returns the immediate parent of a tag (e.g. "A.B.C" → "A.B"). Get Tag Leaf Name Returns the final segment of a tag (e.g. "A.B.C" → "C"). Get Tag Parents Returns the full chain of ancestors (excluding the tag itself). Get Tag Segments Returns the full chain of ancestors (excluding the tag itself). Get Tag Siblings Returns every other tag that shares the same direct parent. Is Leaf Tag Returns true if the tag has no registered children. These pure Blueprint functions make hierarchical tag queries clean, readable, and fast, leading to no more manual string splitting or recursive Blueprint logic. Directive Utilities is free and open source. Available on Github and Fab github.com/UnrealDirective/D… fab.com/listings/c34374fe-2a…
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Unreal Directive retweeted
It's finally time! Directive Utilities v2.2 is now available. It adds many optimized array operations, point and transform generation, hex grid tools, math helpers, Blueprint stopwatches, multiple bug fixes, and more.
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Unreal Directive retweeted
It's finally time! Directive Utilities v2.2 is now available. It adds many optimized array operations, point and transform generation, hex grid tools, math helpers, Blueprint stopwatches, multiple bug fixes, and more.
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Unreal Directive retweeted
Some more math-related Directive Utilities
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Unreal Directive retweeted
I've been working to add a lot of my previous hex-tile tooling into the Directive Utilities 2.2 update. Grid generation (hex + rectangular), coordinate conversion, neighbors, rings, lines, cell corners, etc. Currently ETA is probably next week for the update release. But don't quote me on that! Directive Utilities is a free open-source Unreal Engine plugin available on GitHub and Fab: github.com/UnrealDirective/D… fab.com/listings/c34374fe-2a…
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Unreal Directive retweeted
Generate Points Along Spline is a new utility coming to Directive utilities in version 2.2. Set spacing, spacing mode, coordinate space, start/end distance and more. Optimized to a singular utility.
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Unreal Directive retweeted
Generate 2D/3D Grids are new utilities coming to Directive Utilities in version 2.2.
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Unreal Directive retweeted
Generate Points On Sphere is a new utility coming to Directive Utilities in version 2.2.
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Unreal Directive retweeted
Pair it with another new upcoming utility called "Locations To Facing Transforms" to get target-aware rotations. Face inwards towards the provided target location, or outwards away from it.
Generate Points On Arc is a new utility coming to Directive Utilities in version 2.2.
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Unreal Directive retweeted
Generate Points On Arc is a new utility coming to Directive Utilities in version 2.2.
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Unreal Directive retweeted
I wanted to see how much faster Blueprint array operations could get without changing their results. Turns out removing 15,625 items from a 1M-element array drops from 6,829ms to 1.4ms with a single compaction pass.
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