
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
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So... I rebuilt the Unreal Directive website from the ground up. A sleek new design, vastly revamped resources, amongst other improvements.
This is just the beginning, please let me know what you think 🙏
unrealdirective.com/updates/…
UE Tip: Lighting Channels
To light a character without lighting the walls behind them, enable Channel 1 on the mesh and the light, then disable Channel 0 on the light.
Use Stationary or Movable lights. Static lights bake and ignore channels.
unrealdirective.com/tips/lig…
UE Tip: The Math Expression Node
Right-click a Blueprint graph > Add Math Expression and type something like clamp(Health + Heal, 0, MaxHealth). The nodes get built for you in a collapsed graph.
Much faster than wiring the math by hand.
unrealdirective.com/tips/the…
UE Tip: Named Reroutes
Long wires across a material graph get hard to follow fast.
Double-click a wire to add a reroute, then right-click it > Convert to Named Reroute. You get a named declaration and usage node with no wire in between.
unrealdirective.com/tips/nam…
UE Tip: Keep Simulation Changes
Physics props you drop during Simulate snap back to their original transforms when you stop.
Select them while Simulate is still running and press K. They keep their simulated positions. Great for set dressing ;)
unrealdirective.com/tips/kee…
Directive Utilities 2.3.0 is out.
You can now read and write files, edit .ini settings, and import CSVs into DataTables, all from Blueprints. Works in Editor Utility Blueprints too.
GitHub: github.com/UnrealDirective/D…
Fab: fab.com/listings/c34374fe-2a…
UE Tip: Drag & Drop Variable Modifiers
Hold CTRL while dragging a variable onto the graph for a Get. Hold ALT for a Set. Skips the Get/Set popup.
unrealdirective.com/tips/dra…
UE Tip: Find In Blueprints
CTRL + SHIFT + F opens Find In Blueprints so you can search every Blueprint for functions, events, variables, and comments. CTRL + F only searches the open graph.
unrealdirective.com/tips/fin…
UE Tip: Quick Property Copy & Paste
SHIFT + RMB copies a property value. SHIFT + LMB pastes it. The field flashes when it works. Much faster than the right-click menu when you’re copying across structures and arrays.
unrealdirective.com/tips/qui…
UE Tip: Delete and Reconnect
SHIFT + DELETE removes the selected nodes and reconnects the execution pins, so you don’t have to rewire the chain by hand.
unrealdirective.com/tips/del…
A lot of UE devs forget this or never knew it. You can do math in any number box.
unrealdirective.com/tips/num…
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
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…
I highly recommend referencing this list of stat commands in your Unreal Engine profiling and debugging endeavors!
unrealdirective.com/resource…
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…
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.
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.
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.
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…
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…










