Archives for : Miscellaneous

Yet, another Unreal stuff!

While this is not new…But this one means a lot to me, and will be always the very very close to my heart..Because…

If you didn’t get the reason, it’s because this is the first version of the Unreal Engine to support the upcoming PS5 & XB seriesX! Which not only means my fixes and my code went to the new generation already, but also means I’ve been with Unreal yet another full generation! Happy new generation to you Unreal!

Dunno what exactly was my work that made it to the 4.25 version, and by now I’m already lose tracking those things, but for sure this time was all bug fixing, and no new features at all from my side been submitted. The only features I’ve created in the past ~7 months, are only for the current gen consoles for my own joy, experimentation and learning[s], and Epic (afaik) not allowing for pull requests for those platforms.


Mirage, and the quality of life, episode 1

Back again, the Mr hollowman!!!
It’s been quite sometime “once more” since my previous post, but this is due to many things, mostly getting back late from work, which didn’t give me enough time to work on my personal side projects. Thankfully though i was able to make few things, some related to Mirage and others related to my Unreal Engine deep digging endeavors . While this post was planned to be Vulkan API one, about a problem i got while working on Mirage, and how the API limitations and rules led me to trick the API with it’s own rules to get what was not possible, but i did got the plan changed at last minute. And hold my post into the drafts as i’ll be upgrading it with much more findings (it’s about depth anyways, so when you see a depth related post, you shall know it was that one) and wanted to make this time a post that is more about showing some stuff that i felt happier user after I’ve coded in Mirage. The things mentioned below, and more other quality of life stuff, are not actually related to Vulkan API, but they are part of Mirage and the way i want it to be used. So let’s dive in that tiny features showcase!!!


Yet, believe it or not, every time i’m working on an issue or a feature, and there is a perfect angle to show it, i do change the code of Mirage to set the default view matrix to a hardcoded value at the start of the rendering loop. That was naive way to work, specially when i do need multiple views to compare, and I always knew that needs to be changed. But it was a matter of priorities. I need to store and to add bookmarks! so I can jump right away to the view i want.

Yes! that was the way i do it for multiple years for now, just to avoid wasting the time in tooling!!

I did have experience before with such a bookmarking workflow, with Unreal and Unity3d at least, and both usually allow for a fixed amount of bookmarks, usually the amount of the numpad numbers or the FUNCTION keys, so the numpad/F-Keys can be used and utilized as a quick shortcuts. But I’ve always wanted more, specially when working in larger world. And the way to get around that, was usually by adding cameras to the world, which is not that good.

Unity decided to go with the F keys to get up to 12
Where Unreal decided to stick with the num keys from 0 to 9

So, i decided to get the inspiration from those tools, to create bookmarking system, but at the same time, avoid their limitations, and let it open to have endless amount of bookmarks! Not only that, but give them names, so it can be more recognizable when the list gets larger.

Oh, fancy…I finally don’t have to hardcode views anymore!!!

And even better, i can go through all the list via PgUp & PgDn Keys!!! Isn’t that exciting!!!!

FOV ease access

One of the things that i really really love in 3d viewports, is the FOV. They can make thing look much much better, regardless using high or low value, it is all based on the style and realism of the displayed objects, or the final image in general. They can make a character look strogner, more realistic in terms of proportions, and can make it look cartoony. Usually when i deal with Unity3d or Unreal, the FOV of the view is changed from one of the viewport many menus, but that might not be very iterative when you need to keep trying out values from different angles.

There you go. A context menu!

At the same time, I never understood why most 3d engines and applications, would allow the mouse scrolling to zoom. While the mouse movement while holding RMB will do the same function! So i decided to get rid of one, and keep the other. Where the RMB hold-and-move made more sense for me to zoom in/out, the scrolling made perfect sense to me to change the FOV at any time!

Wide angle, narrow angle, all can be served in more intuitive way!

Navigation Speed

As the name implies, this is the speed of movement around the void. And where unreal’s way is very naive, where there is a slider at the top of the view-port. Or it is not??!!

needs multiple steps to change it for once!

At the other hand, I found Unity’s way is very very handy. Which is basically scrolling up or down while holding the RMB, and this will change the movement speed. And with the notification system showing the current viewport navigation speed whenever it is updated (the pop-ups at the middle of the screen), you can say i went all the way as Unity. This feature in Mirage was built exactly the same as Unity3d!
When i spoke about Unreal i said “Or it is not”, because i did find that some editors (not the main level editor) can actually low down the navigation speed “a bit” with mouse scrolling, but it can’t go to super slow or deadly fast as Unity3d would do.

Very handy!

All in all, those are few things that i wanted to share, that i find makes the navigation and the overall dealing with the view much more friendly, there are defiantly other quality of life things, but let’s put those into their own episodes to avoid getting a super long article here…I’m not good at writing anyways as you can tell =D


Oh, another Unreal contributions!

Yesterday I got my hands on the official launcher version of UE4.24 which was just released, and as always, eager to see if any of my personal fork changes made it to that release,..and guess what,…quite a few made it!

Let me spot some of my favorite changes….


One of my favorite ones in this version, is the ability to (FINALLY) get and/or set the splitscreen status. This one been very annoying for many people and specially the ones with blueprint projects, but that is not the case any more. With this two new nodes…

A lot can be made for multiplayer games!

Because this was very annoying, i even recall making a video 5 years ago about how to “go around” it!


People who worked with me in Unreal projects, already know that i spend most of the in-editor time in taking high-res screenshots..If not for WIP or blogging, then for satisfaction!!!!
Quite sometime ago I’ve added to my fork the feature of storing the screenshots with timestamp (date/time), it is super useful, specially when deleting undesired screenshots. The thing is, screenshot files in unreal used to be stored in numerical order, and every-time before storing a screenshot, the editor will check for an available number, which means if you have image called 001 & 002 & 004, when you capture new image, it will be named 003 to fill the gap, not 005 as expected. Which was annoying for me!
Not to mention, there is limit, which i can’t recall right now (1000 or something), and i don’t like limited features!!

But now with this

we can have that:

Oh..the screenshots in that image were taken 5 months ago! That pull request is really old!


Few months ago (around UE4.22 or 4.21) I’ve been working in a set of new landscape features (mostly inspired from Michael Kiessling, let’s give ’em some credit!), and that surprisingly met the task at epic of making changes within the entire landscape system and make the none-destructive thing that we have now (was not exist at that time). I’ve added some features that were not integrated within 4.24, but i feel in a way or another they were looked up/after, and had an impact on what we have now at 4.24!

Can read more about those landscape features at this blog post


If you write code, then you know that bugs are the ultimate fact! I’ve been continuously fixing UE4 bugs as a main method to learn about different areas of the engine, some times I do fix because they are impacting my personal work or because they are impacting someone i know. While other times they are blockers at the master branch during a weekend or so, and i need to get some changes, but at the same time to be able to compile and build UE4! And other times i just fix bugs just to dig deep about something…Anyways, i do like to push those fixes regardless why i did fix them, despite they will be approved or not, and within 4.24 there were quite a few of them, the one i loved the most, as it were impacting me personally was that one:

u already know how much i do LOVE the view modes and visualizing options within game engines šŸ˜‰


And someone at work show me this today…it’s been an honor to contribute with UE4 so far, since day 1…..

Thank you for giving this piece of tech for FREE

And of course, you can check the full release notes here


Terrain Sculpting Eraser

Several weeks ago I had a discussion with a friend regarding some of the terrain tools limitations within Unreal Engine comparing to other tools we used to use, and that discussion made me interested into checking and digging more into that part of Epic’s source-code, and see if it can be juicy enough to drive me into an adventure of adding stuff.

While the first thing we had in mind, was the layers system, both of us used to deal with some in-house engines that support layers sculpting, something similar to what you can see in Mudbox or ZBrush, but for terrain. You can’t imaging the amount of productivity and creativity that can be reached with such a system. And with that as a driving force, I started to write some code for a layers based terrains sculpting. It didn’t take much time, couple of days I guess, until I started to find some code that seems familiar and make sense, and by keep tracking it, I found out that Epic is actually doing the same feature at the same time, but it is experimental, and require to be activated from within the editor preferences. So I stopped working on that feature, and decided to just share that finding!

With that kida dead end, I decided to kill that feature branch, and start on the second thing we have in the list of “How to make terrain workflow in UE4 much robust“, which was the eraser.

Erasing brush is not something exist within Unreal (yet!) and it can be super super useful in many scenarios. So I decided to put one in to UE4, and after couple of weeks to making and replacing to find the best use case, I ended up on a decent erasing brush, but on day while merging the latest master into my feature branch, i got some conflicts and errors due to some matching naming conventions for a new tool called “Erase Brush” !!!! I did build the master to check it, and found out it is something very recent been made by one of Epic’s team, but fortunately it is totally different than what I’ve been building, while epics eraser is basically a Flatten brush that is hard-coded to zero, which means it always erase the terrain values to a flat surface, the eraser I’m working on in more of erasing what you been sculpted, and leave you with a previous iteration of your work!

And with that in mind, I decided to clean up my branch, rename all my new functions and data, and give the tool a proper name that more describing it’s usage, and do a pull request in order to have it within UE4.

What been added?

There are couple of new options within the context menu of the sculpting layer, the first one is “Fetch a restore point” which is the core step of using the erase brush, this option will keep a snapshot of the current terrain data as it is. The reason this feature is added, is to make the erase sculpted brush more robust in terms of erasing any part of the terrain to a previous sculpted value, not erasing to a flat surface with a high of zero.

The second new item within the context menu is “Reset to restore point”, as the name implies, this will revert the entire terrain layer to the saved restore point. At anytime while sculpting, can just revert to the base restore point without doing a hundred Ctrl+Z.

The third addition is the brush itself, which is located within the drop-down list of the sculpting brushes. This brush works as any other brush, just press and drag across the terrain, the result will be cleaning the brushed areas to reset them to the restore point. So this eraser is not cleaning to the default flat terrain, but to something the user already have sculpted.

Test Case

What about a test case to explain more?
This is a terrain with some sculpted areas, hills and valleys. The artist like it, so just did “Fetch a restore point” to be able to return to it or to any part of it in the future.

Then the artist kept sculpting up, down, smoothing and flatten some areas

But want to bring back the two simple hills that was at screen left and screen right, so simply can use the erase brush, and brush the needed areas. And the final result will be containing what been liked in the new sculpt mixed with what been liked from the old sculpt.

Finally, you can get all the code for that feature into your own Unreal fork from this pull request!


“I Burn”, My entery for Ludum Dare #44

Play Here

While I recently barely can find some free time after fulfilling my personal obligations, I took a decision, to not miss Ludum Dare this time, been couple of jams I try to enter, but always get busy and never deliver the game, and archive to the folder of death (a folder full of dead projects). And in order to do that, and to start giving myself a sense of a “MUST” take it to the end, I started to vote to the theme as I used to do for the past 10 years, but this time publicly by sharing my vote on twitter.

Ironically, the final jam theme, came one of my choice =D When I done the voting, I pick the ones i feel they are unique and vote for them +1, the ones that might be good or soso, i give them 0, and for the ones that i don’t like or repeated, i give them 0 as well instead of -1, as I hate giving negative review to the topics…Or to anything!!!

I spent almost all the first day with my family and trying to get the idea, while i should have got an idea within few minutes from the fact I’ve voted +1 to that theme..But that was not the case!
I’ve drafted on paper near 10 ideas or more, and few more came from my wife, and eventually didn’t like any..Day 1 is done, so I had to go to bed, so I can think freshly next day šŸ˜€
And while trying to sleep with the feel of guilt for wasting the entire day, I got the idea of the candle burning, it makes perfect sense, you play as a candle, you burn and melt, which means you dying or losing your life, and that is the currency for someone else, could be the person you light for. And while 1 day was already lost, and I’ve only one more day for the jam (yes, jam is 3 days, but my free time is limited this time, as I’ve to go to work on Sunday) I decided to think more about the idea, and about making it, but in smaller scope, and there it came the idea of the candle standing, you watching it dying, and you reading a punch of text on the screen. Later before submission, and after making the build, I decided to remove the text part, and let you (the player) to make your own text/story when you watch it reflecting some of your stories or memories.

The final game

Next day, I started right away to work on the game, I’ve made a ton before, and I know my process, so make the character, rig it, animate it & sculpt some details. And while I knew i’ll be using Unreal since the voting process, I wanted to try Unity’s new features, nothing better than learning new things while in rush! So I started moving my assets to make the game in Unity3d to try out the new HDRP and Shader graph, and that was a huge disappointment, don’t get me wrong, Unity is doing good job by adding all those new stuff, but as after 3 hours, I didn’t get any satisfying results, I can’t rely on Unity for this jam. This could be from the fact that all those features were in the preview section, and not ready yet for every scenario. So I decided to hump unreal and just proceed on my initial plan.

That thin candle have very complicated animations and workflow for a 2 days game!

When I did show the game to my friends, some of them asked about the animation, if it is simulated or cached. The answer is no, it is a a mix of 3 layers or techniques, a rig made of ~5 bones + Blendshapes + VertexShader animations. All the 3 of them working together in bringing that final result without having issues in a method dominating or fighting to own the vertices (there are trivial issues indeed though, but this is due to the limited time).

One important element for me, is the visual story telling, at the end of the day the only gameplay you do in that game, is pressing the “Quit” button at the end ^_^ apart from that, all happens mentally, you watch, observe, feel, and your brain will be building a story within your head, and all that will happen at the right empty space, where text used to be! This is not necessarily to happen, but this was what I tried to force the game to do to you! And in order to do that, light, color, camera & music never been enough, and this is the no.1 reason I decided to sculpt the face to go through phases while melting. which are in order:
Normal, Surprised, Sad, Smiley while reaching the end of life. A life ends with a tiny glimpse of a smile is essential!

Several blendshapes that been sculpted to be used. The highlighted one is the main skinned mesh.

Another last thing, I want to highlight in that project, is the visual quality, the reason I didn’t built the game in Unity was not about the broken tools, I can accept them and deal with them, but was the lacking of ability to achieve real wax at real-time, with real life light scattering around. But in Unreal, results can speak for themselves!
Have the chance to carve and create a very high quality of sub-surface scattering that works perfectly and respond realistically to the flames light, that is a thing!

The only thing i regret, is not making some normal map or melting liquid reaching the floor!


Behind the resume game

While cleaning up my storage, i found an old missing hard drive, that i never though it is working again! That drive contains a lot of old files from my iMac era, not project files, but things that (at that time) i considered as good to have, but if lost, then no problem!

One good folder i found within that drive, contain some screenshots i used to capture frequently while working on some projects, one of those projects was that resume game I did mentioned few months ago. So, let’s stop talking, and lets just show some of the good work been made in there, and most of it unfortunalty didn’t make it to the final game, in order to make it easy and fast experience for the HR receiving it!

The 3 Bosses design

The game was planned to contain 3 fights, not only one fight as you see in the game now. Those fights meant to be with a first unique boss, a second unique boss and a third huge boss that is made of the corpses of the previous two bosses.

First boss with the Me character next to it, in order to show the scale
Second boss with the Me character next to it, in order to show the scale
Third boss with the Me character next to it, in order to show the scale, you can tell how huge is that guy, and you can easily find out that it is made of the previous two guys from the double headed chest
And you supposed to be stuck between both of them, and fighting them at the same time. If you played the game, you will notice that only the second one exist, and the first one remains in the collapsed pose
Each of both bosses, used to have it’s own unique set of animations, which not all of it ended up been used. Not to mention that the third boss used to have even more complex animations & rig

The Assets

The Me had a 3d face with 2d facial features, in order to mimic as much as possible the look and feel of X360 avatar
Fun fact, that all the monsters, are built from this small set of rocks, scaled, deformed and rotated to feel different…With some UV variations too!
There used to be a funny animation where the boss will throw you to the camera, and the Me will stuck in there (blame cartoons for this idea!)
And of course no game without animation graphs

That’s it for now!!! There are many many more files, tests, old Maya 2012 files, references, deprecated assets, and a ton more videos that look horrible by now, but I’m proud of making them at that time.
Hope this chuck was enough to show some of what never been shown in the final game. And a glimpse of behind that solo deved game


Once more, Mentioned in Unreal Engine 4.22

Well….By now you already know how this works! I’ve stopped tracking my pull requests, so I’m not sure which ones of my contributions are included within this release, but one thing to be sure about, it was either fixes or minor features, and it is not for sure related to Raytracing at all =D as I didn’t get an RTX card as gift yet!

Check the release notes here:


Level design on the Go

Not much to say, but more to show!

In the past couple of months I’ve been working on porting the PoTN level editor to Android devices, so I can get the chance to Design level at any time. It doesn’t matter if I’m in Subway, Taxi, Queue, Bed or Toilet. I can always design new levels whenever I want, which is FANTASTIC!!!

Successfully running on all my devices despite their difference in brand, quality & aspect ratio

Most of the work went into optimizations, inputs handling & whatnot; in order to package the entire 2GB game editor, its assets and data, into 45mb APK, while keeping the same visual quality and identity and good performance at this less powerful devices.

All designed levels will be saved to the device, and then can be either synced to my google derive (which is not available without VPN currently) or just hook the USB and copy them over to the game directory!!!
I guess I might release it with the final game at some point, so android users can build on the GO as well!


nGUI to uUi is FREE now!

without further ado, I kept getting many requests of re-publishing that kinda old AssetStore project or someone want to buy a single license of it. But because I took the decision long time ago to not support it anymore
due to my time barriers. And with those messages increasing, I decided to put it online fully for free, and anyone can use it as is, improve it or share it for any purpose. So Enjoy it



Unreal Python[S]

I have created a public repo where i’ll be cleaning up most of my personal unreal Python scripts that I’ve made (and keep making) to help me in processing many things faster while working with UE4 pipelines.
You can access the public repository on GitHub here. I’ve another larger private repo on gitlab full of the entire library of my scripts, but i would not love to share it right away, as there are many many outdated scripts or chunks of scripts, things need updates, things are replaced or removed from the main Py api of UE4, so I found it more safe to pick them one by one, make sure it works without any errors, and then push it to the public repo.

And to warm up, here is the first one in this series, make sure to follow the channel or the twitter account to get the latest news regarding the new scripts, i won’t be posting here per script.


I’ve created a public playlist, so things get easier to follow while scripts getting added frequently


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