This week marks my five-year anniversary at Epic Games! 🎉
Thank you to my lovely coworkers and to all the UE devs out there who make my job such a blast!
Keep making amazing games everyone! 🤘
This week marks my five-year anniversary at Epic Games! 🎉
Thank you to my lovely coworkers and to all the UE devs out there who make my job such a blast!
Keep making amazing games everyone! 🤘
When Unity started collapsing I made a quick "how do I get going in Unreal" website many folks found helpful. that website has now MOVED and is a DIFFERENT COLOUR. If you want Unreal demystification, tips and scoops, this is a place
www.ughiguessiwanttomovefromunitytounreal.com
Haha I'd say you get to choose your pick of the litter
Oldest logo is best!
It's also good to remember that you don't have to include the logo in your game, you should actually ask us permission first:
bsky.app/profile/flas...
I keep seeing people using the old UE logo to advertise their game/product. We updated it quite a while ago (the U is rounder now.)
You can just download the high-res logo from unrealengine.com/branding, don't get it from Google Images 😬
Awesome video where @doublefine.com show you their in-engine Unreal workflows 😍 #uetips
www.youtube.com/watch?v=VMa5...
That's how you get zero stutters in your game. You're welcome, game industry. #uetips
The text version of "Profiling with Purpose: Performance Lessons from a Real Unreal Project" is up! Check it if you, like me, prefer text/images over videos for learning. #uetips
dev.epicgames.com/community/le...
"Clair Obscur was 95% Blueprints"
I've been eagerly waiting for this talk to be uploaded, great job Tom and team 💪
youtu.be/t1CrbTx6O6w?...
I gave a talk on Slate in Unreal Engine as part of JetBrains GameDev Day, and the individual video is now up!
https://www.youtube.com/watch?v=1n3oIfI7nBM
#UnrealEngine
I'll be presenting with the awesome @highlyspammable.bsky.social
at the GDC26!! Come say hi :D
Developing Large Procedural Systems with Low Friction and Fast Generation (Presented by Epic Games) #GDC2026 #PCG #UE
schedule.gdconf.com/session/deve...
Super early birds get the worms. The discount worms 🪱
200 worms! Or I mean, they get to not have those worms. Uhm...
Anyway, cheap tickets! 😅
Super-early bird pricing at $200 off for Unreal Fest Chicago are now available: unrealengine.com/events/unreal-fest-chicago-2026
The deadline for submitting talks for Unreal Fest Chicago is this Thursday, Jan 22nd! ⏱️
Check out all the recent work that's been done to make async loading UObjects in the editor a reality. You can give it a try in 5.7:
dev.epicgames.com/community/le...
Conferences can be super busy; it can be hard to find the time to eat dinner.
Fun fact: hors d'oeuvres can be a dinner if you just eat enough of them! 🤯
Pic related: me gobbling down finger food while the other person talks.
This guide complements The Great Hitch Hunt presentation really well, also check that out if you haven't already: dev.epicgames.com/community/le...
My coworker Zhi Kang Shao just published the Level Streaming Hitching Guide, a huge resource on the things you can do to prevent hitches during level streaming.
Read it here: dev.epicgames.com/community/learning/tutorials/qpll/unreal-engine-level-streaming-hitching-guide
Unreal Fest 2026 is coming to Chicago next June, and I want YOU to present there!
Call for proposals is open until January 22nd, speakers get free hotel accommodation and conference tickets 🤘
Apply here: unrealengine.com/news/apply-to-present-at-unreal-fest-chicago-2026
I hope to see you there!
Another one for my #UnrealEngine required reading list: dev.epicgames.com/community/le...
Oh god 😅
"Mafia: The Old Country: Using MetaHuman in a AAA Character Pipeline" is a fantastic talk on Hangar 13's use of MetaHuman for their amazing-looking characters! 🤩
Watch it here: youtube.com/watch?v=V8rL1r_1IcQ
Ari and I both said a lot of words on stage at #UnrealFest Stockholm, and I think these are the most important. How to think about profiling, how to read the unicorn barf that is Unreal Insights, and tips for looking at GPU captures.
Wow, perfect timing! I was just writing up some info on that internally for my teammates 😄
See image. The link goes here: dev.epicgames.com/documentatio...
How do we profile games at Epic Games? Check out this presentation where @mattoztalay.bsky.social and I examine perf captures from Arctic Hazard's "NORSE: Oath of Blood" and show you how to use Unreal Insights and PIX.
www.youtube.com/watch?v=C-Aj...
Hæ from Reykjavík! Huge thanks to @flassari.bsky.social for being part of the very first Reykjavík Game Summit, and for capturing this great moment along the way! 📸
There are no stupid questions!
That's basically what's already happening. They shouldn't get compiled every game start, they get cached by the GPU driver. UE still needs to send those requests to make sure every one of them is still cached, but it's much faster on subsequent runs.
When an Unreal 5.3+ game runs, it will immediately kick off precompilation of global shaders. You should wait for that to complete before starting the game, otherwise you'll likely get hitches. You do that with the NumPrecompilingPSOsRemaining node. #uetips
I got to be a part of history! Super grateful to be able to participate on stage at Reykjavík Game Summit's inaugural conference 🤩
"Hi from Reykjavík!" 👋