ansible-lint-action
ue5-style-guide
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ansible-lint-action | ue5-style-guide | |
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2 | 20 | |
257 | 4,876 | |
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1.9 | 0.0 | |
9 months ago | 7 months ago | |
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MIT License | MIT License |
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ansible-lint-action
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GitHub Workflows to check playbooks and generated files locally?
Not sure if this helps or not. But for a couple Ansible roles I have on GitHub, I’ve been using https://github.com/ansible/ansible-lint-action for linting and for testing with molecule I’ve been using this molecule action https://github.com/gofrolist/molecule-action
- TIL: Press '.' In a GitHub Repo for Magic
ue5-style-guide
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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.
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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)
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How do you organize your C++ scripts? Is there a best practise?
other than the usual https://github.com/Allar/ue5-style-guide
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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.
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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
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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.
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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
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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.
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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?
super-linter - Combination of multiple linters to install as a GitHub Action
GASContent - Repo to gather all Gameplay Ability System content for UE4
Monaco Editor - A browser based code editor
factorio-blueprints - :blue_book: A collection of my factorio blueprints.
SwiftLinter - Share lint rules between projects and lint changed files with SwiftLint.
kotlin-unreal - kotlin-unreal: Use the amazing Kotlin language with Unreal Engine 4 and 5
git-auto-commit-action - Automatically commit and push changed files back to GitHub with this GitHub Action for the 80% use case.
DlgSystem - Dialogue Plugin System for Unreal Engine
action-get-latest-tag - ✨ GitHub Action to get a latest Git tag
ue4-smartphone - Interactive smartphone for your Unreal Engine project
bash-action - template action for bash
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]