dalton (@daltooooon) profile picture

Technical Director @oml_games https://nitter.gq/t.co/rvrR1Z8J3Z @EpicGames alumn

Poland
Joined May 2010
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We're hiring! Fun stuff, cool project. The position is offered on-site in Kraków, Poland. If you'd like to work extremely closely with me (big ask, I kno!), and take care of everything developer iteration at One More Level, don't hesitate to apply
ONE MORE LEVEL IS HIRING! We are looking for Senior DevOps Engineer to join our team! Details: skillshot.pl/jobs/37679-seni…
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We did it. 🤯🥳 Super proud of the @oml_games team. We are NOT DONE yet.
We’re proud to share that @ValorMortis has won four awards at @PoznanGameArena 2025 from @ignpoland: 🏆 Best Game PGA 2025 – IGN Poland Editors’ Choice 🏆 Best Game PGA 2025 – Community Award 🇵🇱 Best Polish Game PGA 2025 – IGN Poland Editors’ Choice 🇵🇱 Best Polish Game PGA 2025 – Community Award A massive thank you to everyone who voted for us and to the IGN Polska team! It's an honour for us! Also congratulations for Hellreaper (@AwesomeGamesStd) and Flamecraft (@monstercouch) for winning in Indie category! Read more (in PL): pl.ign.com/pga/67917/feature…
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Want to join me as a speaker at Unreal Fest Stockholm on September 22-24? Speakers get a free conference ticket and hotel accommodation, check the details and submit your talk right here: cvent.com/c/abstracts/f05dab…
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By popular demand, here's a full level from my vertical dungeon precision platformer! The demo is coming soon, stay tuned! Wishlist now: store.steampowered.com/app/2… #gamedev #indiedev #indiegame #wishlistwednesday #madewithunity
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Hanging out somewhere else
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I'm thrilled to announce the launch of Dwarf Legacy's Steam page! 🎮 This is the first time it's going public, and I can't wait to share it with you. If you wanna help a fellow indie, wishlist now: store.steampowered.com/app/2… #IndieGame #Steam #madewithunity #screenshotsaturday
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This is a pure gold! I'm working with UE for a decade and I didn't know tools like UShell! You might not know things like P4VFS, RoboMerge, UnSync. And consider settting up UGS which is gamedev-specific frontend for P4. dev.epicgames.com/community/…
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There's a new pre-compiled release of the Flow Graph plugin for UE5. An open-source implementation of the directed graph which is known in many engines. This is a community-driven release, as nearly all functional changes come from pull requests! :) github.com/MothCocoon/FlowGr…
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I'm open-sourcing Voxel Plugin's Core! This includes a lot of utilities we use to make high performance code on top of Unreal, such as a TMap alternative that's roughly 2x faster. A ton of editor helpers are also included. github.com/VoxelPlugin/Voxel… 1/10 #ue5 #gamedev #indiedev
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benui.ca/unreal/uproperty/ - I've been a daily visitor for months now. There's docs text, Ben's findings and tons of meta-info and links. If @UnrealEngine does sth cool with properties, you likely can too, and understanding those helps improve ux of your classes a lot Kudos @_benui
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I've seen the 'Advanced Debugging' talk by @flassari yesterday and I think, if you're a programmer using @UnrealEngine, it's one of the most important talks out there: youtube.com/watch?v=JS5N41F4… mind the timestamp Ari, you were rightfully hyped the last time we talked about it!
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I chatted with @flassari yesterday and he told me that the doc is already out: dev.epicgames.com/community/…
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Looks an annoying bug got fixed. Whenever I had a bit more tangled situation in blueprints, I'd be very careful breaking the links. Often all links connected to the same pin would break. It was easy to unplug something by mistake. Seems safe now! #UnrealEngine
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For those below 5.1: I noticed all links about to be removed would get a highlight on hover. And that the affected pin would be the one you most recently connected to. Looks it doesn't matter the nodes were connected beforehand. Might be helpful when trying to avoid it.
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Check out Window->Console Variables in #UE5. This tool lets you add anything you'd normally type into the console, control it with buttons, sliders, and save as presets. Also, filter, enable/disable the change, reset to defaults & get all the info you need docs.unrealengine.com/5.0/en…
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This didn't make it due to character limit, but you need to enable a plugin. BTW It also has a setting (default on) that automatically adds all the cvars that were turned on since the session start, some really cool stuff, especially for testing and trying out different settings.
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