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Kristóf Morva 👾 Profile
Kristóf Morva 👾

@KristofMorva

Followers
587
Following
365
Statuses
143

Coding at @CDPROJEKTRED, ex @ZenIndies, at nights @PolarsGame. Also at @kristofmorva.bsky.social

Warsaw
Joined March 2014
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@KristofMorva
Kristóf Morva 👾
3 months
btw if you're on ☁️ blu skai, you can find me and my dumb posts there under the same username ^^
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@KristofMorva
Kristóf Morva 👾
2 months
@DirtyCajunRice Works on my Machine™ 😄
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@KristofMorva
Kristóf Morva 👾
2 months
@DirtyCajunRice Got it, I'll take a look
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@KristofMorva
Kristóf Morva 👾
2 months
@DirtyCajunRice Hmmm I'm unsure, it *should* work for FString params too (with string array GetOptions). The drop-down doesn't show up, or the GetOptions field is not visible, or...?
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@KristofMorva
Kristóf Morva 👾
3 months
did you know that if you want to place some icon next to your text in unreal editor, you don't need to build any custom slate code with an image, you can just put unicode emojis in your string? ⚠️
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@KristofMorva
Kristóf Morva 👾
4 months
@TobiasTobasco @GhislainGir For GameplayTags you probably want to use the "Categories" meta tag to restrict the selection to a given subset. There's a PR for this (link needs UE repo access):
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@KristofMorva
Kristóf Morva 👾
4 months
@LennyTrueDev I'm afraid you can't, this feature is specifically for BPs :/
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@KristofMorva
Kristóf Morva 👾
4 months
Another UE 5.5 feature of mine is Value / Slider Ranges in Blueprint Structs! They were made in a generalized way, so adding other meta-tag driven property data here should be fairly simple in the future 🪄
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@KristofMorva
Kristóf Morva 👾
4 months
@meatAndWuxia @SeithCG That sounds about the right - since this feature is visual only, it'd definitely not modify existing values. Maybe you can overcome it in Construction Script, e.g. if the selected value is not valid, then set the default (first?) valid value 🤔
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@KristofMorva
Kristóf Morva 👾
4 months
@SeithCG Not as part this feature per se, but I wonder if it's updated automatically anyway when you change the first property (as EditConditions and whatnot would have to be reevaluated too) 🤔 One of us would have to try
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@KristofMorva
Kristóf Morva 👾
4 months
@SeithCG You can try to achieve that by using the former variable in the drop-down function of the latter variable. I haven't tried it tbh, but it could work.
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@KristofMorva
Kristóf Morva 👾
4 months
@WoodyDevs It's purely editor UX, won't affect game code (unless I did something very wrong 🙈)
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@KristofMorva
Kristóf Morva 👾
4 months
@Darkere99 I'm glad if it's helpful! :D it works for Strings and Names (just return string / name array respectively), and you can type fully-qualified UFUNCTION names to display an array returned by a C++ function.
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@KristofMorva
Kristóf Morva 👾
4 months
@_Jambax @ChrisZukoArt I think it was just the default one before the enum change, and probably they did not want to change the existing behavior.
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@KristofMorva
Kristóf Morva 👾
6 months
@intaxTR I have a Rider feature request for this:
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@KristofMorva
Kristóf Morva 👾
6 months
@QuodSoler meanwhile .h files:
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@KristofMorva
Kristóf Morva 👾
7 months
TIL in UE5 you can make a comment not show up in the editor if it's specifically for the eyes of C++ coders with //~ and /*~ blocks 🧑‍💻 No more confusing "see UEngine::ParseCommandline for details" tooltips for designers!
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@KristofMorva
Kristóf Morva 👾
8 months
@gamedevzach @joatski There was just too much vertical padding there, which made the whole node header thicker, so the execution pin got pushed down (and therefore misaligned with function call node execution pins)
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@KristofMorva
Kristóf Morva 👾
8 months
@DenAlexKuzn For now my options are limited, hopefully after release I'll be able to talk about more technical stuff ^^
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