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James Rowbotham
@cbGameDev
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#gamedev | Colour-blind & making games! A Lead Developer on @PlayMarauders - Sharing #UE4 #UE5 tips/tricks👉https://t.co/0TjWn7UnsV - 👉https://t.co/asnjkKL7Yj
UK
Joined January 2016
This week I released V3.1 of my 'Project Optimise Tool' to the #unrealengine marketplace Check it out👉 A tool which helps you identify potential problems and uncover optimization opportunities in your Unreal Engine 5 projects. In the GIF below you can see me using it to search for Static Meshes that have no LODs. As you can see it finds 59! It’s split into 3 main chunks of functionality: Optimisations: 🔸 Search for 19 different types of optimisations (Spread across 8 asset types) Bugs: 🔸 Search for 10 different types of bugs (Spread across 7 asset types) Naming Checks: 🔸 Check for assets not using consistent naming conventions (Define your own prefixes) If you want to learn more, here is a short overview video about the tool 👉 #gamedev | #gamedevelopment | #UE5
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@ymt3d Thanks! When I’m finished I’ll launch it onto FAB and on my itch. If you give me a follow I’ll be posting about it when it’s good to go!
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@drynquest That would be a cool one. I’ll have to have a think. If it’s the same actor exactly, that should get caught by the map check but if it’s just a part of a model that’s going to be harder to work out
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@Variann1 I’ll have a look into this, I’m sure there is something that could be added. I currently have searches for volumes that block pawns, block cameras, overlap with pawns. I had problems with those in the past so they were some of the first ones I made up
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@OverJumpRally I have collision in general, but yeah using complex or simple would be good. I think I’ll need to find a way to read the project configs as collision can be set ‘project default’, which makes things a bit more complex to work out what’s what. I’ll definitely look into this though
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@DoruArt Ha it’s not out yet, I’m working on the last bits and testing it all works doing documentation and videos. If you give me a follow I’ll post when I launch it!
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@erikgoldman Thanks, if you have any searches you think would be useful for finding bugs and optimising things, then let me know and I’ll see about getting them in!
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RT @80Level: Take a look at this test animation of @aurora_machina's fan take on Nilokeras from Aldnoah Zero, created in @Blender. Check o…
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RT @sdp_vfx: Hello #VFXFriday ! Here's a collection of static meshes distributed across a grid using Niagara. The meshes are animated usin…
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@chmendezA I do have a VFX section for the tool planned, anything in particular you think could be useful to search for in regard to Niagara?
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@zeelee3D I’ve got a no LODs search already for static and skel meshes. Optimising for a replicated game is a cool idea thanks
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Good shout. I have a button that can quick trigger the ‘Map Check’, which should catch those. But I think it wouldn’t be too hard to create my own search as well that could help make things more clear as with the map check I always think it’s hard to tell which meshes from the list are overlapping what!
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RT @kiaran_ritchie: Single camera video-to-mocap is getting really good! This is apparently straight out of and im…
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Did you know that #unrealengine has a debug camera you can access while playing? It even works in cooked development builds. Just use the console command: ToggleDebugCamera Read more about how it works in my short blogpost 👉 Follow for more #UE4 #UE5 #UETips & Tricks #gamedeveloper
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