Published inThe StartupAbstracting C Platform Query Calls in Type and Memory Safe C++ Containers a.k.a.Let’s take a look at our approach to abstract native platform api calls, to ensure memory management and type safety.Oct 24, 20201Oct 24, 20201
Published inThe StartupType safe string conversions of Enums in Unreal EngineI take a peak into the implementation of our stringify utility, which takes typesafe enum values and converts into beautiful strings.Oct 19, 20201Oct 19, 20201
Minimal setup for C++ and Objective-C (Core Libraries) interopCreating a minimal setup, to allow for the abstraction of native objective-c calls in standard c++ applications.Oct 16, 2020Oct 16, 2020
Published inThe StartupUsing Custom C++ Structs as TMap Keys in Unreal EngineLet’s take a look at how to equip custom structs with comparison and hashing capabilities.Oct 15, 2020Oct 15, 2020
Published inThe StartupCustom Shader Code in Unreal Engine — Part 2: ModularizationTaking a look at how to use custom HLSL code and how to structure it into reusable modules.Oct 12, 20201Oct 12, 20201
Configuring Unreal Engine for custom shader development — BIQA brief look at setting up Unreal Engine for custom shader development.Feb 23, 2020Feb 23, 2020
Fixing Error x3004 in UE4 for Deferred Decal Materials (4.23)How to deal with error X3004 “/Engine/Generated/Material.ush(1964,56–152): error x3004: undeclared identifier…Dec 24, 2019Dec 24, 2019
Linking FBX SDK in UE4 Project — BIQUnreal Engine 4.21 ships with version 2018.1.1 of Autodesk’s FBXSDK. It’s used when importing or exporting FBX 3D data into your project…Dec 19, 20191Dec 19, 20191