Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality. Learn more →
Ue5-style-guide Alternatives
Similar projects and alternatives to ue5-style-guide
-
WorkOS
The modern identity platform for B2B SaaS. The APIs are flexible and easy-to-use, supporting authentication, user identity, and complex enterprise features like SSO and SCIM provisioning.
-
ansible-lint-action
Discontinued ❗️Replaced by https://github.com/marketplace/actions/run-ansible-lint
-
UE4-Binary-Builder
Discontinued 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]
-
InfluxDB
Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.
-
UE4-Cpp-Tutorials
This repository contains all the code I've written in my website tutorials regarding the implementation of Game Systems inside UE4
-
Unreal-Binary-Builder
An application designed to create installed Unreal Engine builds (aka Rocket builds) from Unreal Engine GitHub source.
ue5-style-guide reviews and mentions
-
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.
-
A note from our sponsor - InfluxDB
www.influxdata.com | 25 Apr 2024
Stats
Allar/ue5-style-guide is an open source project licensed under MIT License which is an OSI approved license.
Popular Comparisons
- ue5-style-guide VS GASContent
- ue5-style-guide VS factorio-blueprints
- ue5-style-guide VS ansible-lint-action
- ue5-style-guide VS kotlin-unreal
- ue5-style-guide VS DlgSystem
- ue5-style-guide VS ue4-smartphone
- ue5-style-guide VS UE4-Binary-Builder
- ue5-style-guide VS Unreal-Binary-Builder
- ue5-style-guide VS UE4-Cpp-Tutorials
- ue5-style-guide VS UnrealNetworkProfiler
Sponsored