I showcase hidden Unreal Engine gems and share terrible game dev advice.

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Heatmap feature just got hotter🔥(sorry, had to). New updates showcase in 66 seconds:
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Alex 🦅 retweeted
UE5 ships Live++ 2 disabled behind a flag. Flip it, then disable unitySplitting to work around a compatibility issue with Unreal Build Accelerator. C++ hot reload time dropped from 25-30s to ~10s in my case. Huge boost if you're working in C++ a lot! #UnrealEngine #gamedev #cpp
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Lore & S3 mysteries have been solved:
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If anyone is interested **how much faster** Lore is compared to git/perforce, I just ran some experiments here using the Unreal Engine repo:
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I'm currently adding customization options for the animal forms - here are some versions for the raven 🐦‍⬛
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Alex 🦅 retweeted
Recently pushed an update to gameforecast . app - New UI style - Operation based link color - Net Profit per copy - Node Graph PNG Export - PDF summary export (wip)
Here is a little tool I made in my free time to help indie / AA studios forecasting their game revenue: gameforecast . app The tool uses a familiar node system where each one is customizable. It's completely free, no login required, no data stored, JSON import / export.
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For some unknown reason this keeps working. Just got to 30 stars. Thanks all. Now, while it was fun, pls stop. I genuinely don't know what to do with them.
This actually worked. I just have to repeat this every day and I will hit 1k this year. Thanks everyone!
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This actually worked. I just have to repeat this every day and I will hit 1k this year. Thanks everyone!
Thrilled to hit 11 stars on my Horde plugins! ⭐ Shoutout to every friend I bullied into this. Star now to ensure you are not next.
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~ cd Engine\Source\Programs\Horde ~ npx @outoftheboxplugins/horde-plugins-cli install s3-compatible //TODO: and some config stuff
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I've spent weeks researching and trying different databases when implementing analytics and Clickhouse was my favorite. I am excited to see Horde going for it as well!
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No more copy pasting 4 lines of install instructions. New CLI for horde plugins is live and install "bundles" of server & dashboard plugins at the same time. ~ cd Engine\Source\Programs\Horde ~ npx @outoftheboxplugins/horde-plugins-cli install tools-uploader
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Maybe this was not my best idea.
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KPIs for Q3 2026: - Make Horde so easy to use that HR starts using it
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~ cd Engine\Source\Programs\Horde\HordeDashboard ~ npx @outoftheboxplugins/horde-plugins-cli tools-uploader ~ cd Engine\Source\Programs\Horde\HordeServer ~ dotnet add HordeServer.csproj package OutOfTheBoxPlugins.HordeToolsUploader
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Doing CI for Horde turns out to be a lot faster and reliable than expected. Just a bit over 10 minutes on a clean github runner.
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Installing Server & Dashboard plugins: I am not sure yet what the best way to handle these is. I want to use the same CLI which I created for installing, but it feels like a circular depedency. Currently they just copy the files in the Horde folder tree.
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Note on the CI Hacks: TestAgentMessageLoopTcpAesAsync - is failing in CI I assume it's probably because of some github runners specific thing because locally they succeed. Will need to investigate this further.
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