Authorized Unreal Engine Instructor & Game Developer 👨‍💻 ⚔️Get my Unreal JRPG Masterclass: https://xitter.cf/t.co/rzDIb16Hsl ⭕️日本語

Joined October 2021
I created a 2D template for Unreal Engine 5 and decided to make it open source and free for everybody! github.com/CobraCodeDev/TP_2… Please share the template and fork it to make your own versions of it. #indiedev #gamedev #unrealengine #ue5
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This is in stark contrast to the UE game jam 2 months ago by Historia, which was partly sponsored by Epic Games. There you could use AI for assistance but completely vibe coded projects were disqualified because the whole point of the jam was to LEARN UNREAL
Vibe your way to 50K. The 2026 Epic AI MegaJam begins Nov 12: epic.gm/epic-ai-megajam-2026
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Some more impressions from Unreal Fest Shanghai 2026
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I’m at Unreal Fest Shanghai right now. They just announced that keeping Blueprint support is NOT one of their requirements for early versions of UE6 anymore and support might already be completely removed right at the beginning.
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Also implemented the ability for grass and enemies to drop resources The loot table can easily be defined for each enemy or object in a Data Asset
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Different resource pickups are now working and being displayed properly in the inventory Money, Bombs and Arrows all reuse the same system because in the end they're all just resources with a number we have to keep track off
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Prototyped the ability to switch between different items through the Inventory Menu Here I'm going between the bow and boomerang
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Did you know that you can copy functions between different Blueprints and even Unreal Projects? Input and output parameters will also be copied over, so this is extremely useful for things like a nested UI where you have to pass values through multiple layers
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I hope that whoever thought this was a good idea steps on a Lego
We vibe coded the Epic Games Launcher to be faster than the other guy. Don't believe us? Test it out for yourself in Preview: launcher.epicgames.com
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I've been using Unreal Engine almost every day for the past 8 years and just now I found out you can right click a variable to turn it into an array type... This saves you the trip of going all the way to the details panel on the top right
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Cobra Code retweeted
🚨 PIXEL ANIME GAME IN DEVELOPMENT 🚨 #screenshotsaturday #pixelart #gamedev
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This month marks the 5 year anniversary of my YouTube channel and also the first time I tried making 2D and 2.5D games with Unreal! Thank you all so much for making it possible :) I put together a video summing up all the projects I worked on: youtu.be/W-OASeAf5So
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Dragging yourself around the map by holding the middle mouse button already made this project feel so much more legit... and it only took about 5 minutes to implement
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I'm finally done with the walk animation and first set of clothes for the male characters
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My little passion project has finally come to the point where I replace the mannequin by picking a random skin for each Visitor
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Recently I've been using the built in sprite importer that comes with PaperZD quite a lot. For non-aseprite based workflows it saves so much time to have presets for cutting up the sprite sheet!
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Once I had everything set up, I could create a handful of different NPCs in about 10 minutes
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Instead of drawing characters from scratch each time I now broke hairstyles and clothing down into different layers, allowing me to easily create many NPC variants!
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FYI the tool I'm using is called Top Down Sprite Maker and it's out on itch and steam and I'm not the one who made it. But I did draw all of the pixel art and made the scripts for the behavior.
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The inventory will be slightly different this time around, but of course programming widgets will again be a big part of the course
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For these types of action adventures it's typical to have an overlay showing which action is bound to each button, so I started working on that
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