Xander's Notebook
Welcome to my personal notebook! Here I share what I learn about rendering, Vulkan and Unreal Engine. Mostly short, practical notes with code you can drop into your own projects.
Unreal Engine 9
On Scope Exit Macro
Run cleanup code automatically when leaving a scope with ON_SCOPE_EXIT.
Getting The Camera From The Sequencer
Resolve the camera actor bound to a Level Sequence's camera cut track in C++.
Creating Custom Tracks For The Sequencer
Extend Unreal's Sequencer with your own track and section types in C++.
Output Delegates
Give Blueprint nodes an execution pin that fires when async work is done.
Scope Guard
Keep a UObject alive for the duration of a scope with FGCObjectScopeGuard.
Message Dialog
Show a native pop-up dialog from C++ with FMessageDialog.
Improve Slate Creation
Speed up compile times of large Slate Construct functions.
Better Data Assets
Create a custom data-only Blueprint asset type that supports instanced (EditInlineNew) data.
Working With Asset Meta Data
Read asset tags from the Asset Registry without loading assets, and expose your own tags.