UnrealPakTool
ue5-style-guide
UnrealPakTool | ue5-style-guide | |
---|---|---|
5 | 20 | |
435 | 4,884 | |
- | - | |
0.0 | 0.0 | |
over 2 years ago | 7 months ago | |
Batchfile | ||
- | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
UnrealPakTool
-
Is this a dev item?? I got it from a cargo crate, the skin has no name.
Get https://github.com/allcoolthingsatoneplace/UnrealPakTool
-
Easy 4K cursor fix
Found this github repo which explains how to use the commands with the tool called UnrealPak. My plan was to unpack the assets, replace assets, re-pack assets.
-
Bit of a treasure trove in the Kid A Mnesia Exhibition package
Looks like this will have to be done on Windows using a tool like this https://github.com/allcoolthingsatoneplace/UnrealPakTool
-
The company I was using to create an interactive environment was sold, and the new people I'm working with are missing deadlines. What are my options?
Assets such as meshes, animations, textures and sounds can be ripped from the compiled project with something like Unreal Pak Tool, unless they are encrypted and you don't have access to the encryption key.
-
Datamine - MTX Store Armor Skin Images
In regards to datamining, it starts with a solid foundation of computers and programming. Then compression, encryption, and reverse engineering. It is a difficult thing to learn, but there are some handy tools out there that work universally for some engines like the UnrealPAKTool and UtinyRipper. Look through their code and try to understand how they are dealing with files.
ue5-style-guide
-
Why does the documentation say to use naming conventions like SKEL, SK, PHYS for Skeleton, Skeletal Mesh, Physics Asset, but all the start content use other abbreviations like SK, SKM and PA instead?
Doesn’t matter what you use, as long as it’s consistant. Epic changed their recommendations for skeletal meshes and skeletons between UE 4 and 5, hence the inconsistency. Michael Allar’s UE style guide is a common, long standing one. Personally I use whatever Epic’s current standard is, or what my team is using. It’s also fine to not prefix stuff, but it helps for consistency and searchability. It’s honestly more important to name things well, with cascading specificity: assetprefix_assettype_assetsubtype00 e.g. SM_Rock_Desert01, SM_Foliage_Bush_Dry_Small01 etc.
-
How are large vlsi projects' src code organised at big companies?
If you are a large visualization project, you probably aren't coding a game engine, so you'd use whatever the visualizer uses. They typically treat code as data too.
1. https://github.com/Allar/ue5-style-guide (Unreal Engine game engines organization)
-
How do you organize your C++ scripts? Is there a best practise?
other than the usual https://github.com/Allar/ue5-style-guide
-
Update - IronMace responds to Nexon's DMCA takedown of Dark And Darker
From what I can tell there are small number of assets like that, and since it is made by people who worked on the Nexon project they would probably name it just like normal... not to mention they just follow the UE style guide.
-
Dmca discord update
If anyone wants to read it, here is the most used style guide that Iron Mace appears to be following (for the most part) in their project: https://github.com/Allar/ue5-style-guide
-
Best-practice ways to organize folder/file structure in UE?
The guides, including Unreal's own, are usually based on Allar's Style Guide - https://github.com/Allar/ue5-style-guide
- Settle this once and for all.
-
Is there anyone else here who really struggles with managing projects?
A good way to not have to think about project organisation is by using a style guide
-
What was the most useful tip someone gave you while making your game?
Some devs recommended me to read this (Allar's style guide) before starting my next project.
-
Unreal may be better than Unity for most things, but Unity .meta files are 10000x better than these damn "redirectors"
If you've waited so long to where you have to move immense amounts of content all at once, you've failed at project maintenance & organization. If this is a result of initial attempts to get things sorted then yeah it's going to take a while. This is a great time to reflect on how things got this way and how to prevent big moves like this from being needed again in the future. Perhaps you should employ the Allar Style Guide if you have nothing else to go on.
What are some alternatives?
UtinyRipper - GUI and API library to work with Engine assets, serialized and bundle files
GASContent - Repo to gather all Gameplay Ability System content for UE4
ue5-multiworld-demo - "MultiWorld" UE5 plugin demo
factorio-blueprints - :blue_book: A collection of my factorio blueprints.
ansible-lint-action - ❗️Replaced by https://github.com/marketplace/actions/run-ansible-lint
kotlin-unreal - kotlin-unreal: Use the amazing Kotlin language with Unreal Engine 4 and 5
DlgSystem - Dialogue Plugin System for Unreal Engine
ue4-smartphone - Interactive smartphone for your Unreal Engine project
UE4-Binary-Builder - An application designed to create installed Unreal Engine builds (aka Rocket builds) from Unreal Engine GitHub source. [Moved to: https://github.com/ryanjon2040/Unreal-Binary-Builder]
Unreal-Binary-Builder - An application designed to create installed Unreal Engine builds (aka Rocket builds) from Unreal Engine GitHub source.
UE4-Cpp-Tutorials - This repository contains all the code I've written in my website tutorials regarding the implementation of Game Systems inside UE4
UnrealNetworkProfiler - A modern WPF based Network Profiler for Unreal Engine.