3D UMG Widgets for VR and PC in Unreal Engine 4
I recently dove into 3D widgets in UE4 and ran into a few caveats/unknowns for my particular usage. Hopefully these points will save you some time in your own work.
UE4 VR Documentation & Resources Virtual Reality Best Practices | Unreal Engine Documentation Creating 3D Widget Interaction | Unreal Engine Documentation Attaching Items To the HMD | Unreal Engine Documentation Initial Widget and Actor setup I’ll forgo covering the basics of setting up 3D widgets as this is capably covered in Unreal documentation.
Can’t change UE4 Editor field of view (FOV) when Xbox Controller is connected
Ran into a really strange situation while having an Xbox controller connected before launching Unreal Editor. This can cause a lock to 170 degrees for the FOV and all attempts to change it in editor revert back to 170. I don’t think this happens fore everyone but it did for me as well as several other people. The solution is to remove the Xbox controller before the editor starts. Plugging the controller in after the editor launches seems to be ok.
Compiling all project blueprints in Unreal Engine – Part 2
This is continuation of work I had explored in a previous post. Given there is no mechanism in the UE4/UE5 editor to compile all blueprints I always figured it would be handy to have a button to do this. Much like the compile/build button you would get in Visual Studio.
Behind the scenes it is using a commandlet to do the actual compilation work
I’ve put together a demo game for UE4 4.
Duke Nukem 3D World Tour 20th Anniversary Nintendo Switch Port

A few years back at Get Set Games we had the opportunity to work on a port of Duke Nukem 3D. Gearbox Software whom we’ve had a long relationship with had acquired this license some time ago and were looking to put together a launch on Nintendo Switch.
Developed on the Build game engine which saw a number of iconic games like Shadow Warrior… at the very least they were iconic for me.
Uber, GTA, Luke Stackwalker and free developer resources
An overview of some of my favorite technical articles from the past week…
[How Uber Deals with Large iOS App Size] – Uber’s Engineering team outlining some of the tools and practices they use to keep their iOS bundle size down. Great read for looking at strategies to keep your install size small.
How I cut GTA Online loading times by 70% – Really interesting deep dive on exploring a commercial games load time without having access to any of the source code.