Replying to @TheMounTing
Hey, thank you!
As long as UE6 isn’t out yet I’ll keep doing what I’ve been doing so far since we can just stay on UE5 anyway.
I’ll probably also cover UE6 in the beginning but yeah if they keep going this direction I might start putting my eggs in multiple baskets.
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
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.
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
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
Prototyped the ability to switch between different items through the Inventory Menu
Here I'm going between the bow and boomerang
Replying to @TheRealZeRoY @KahL_One
bro just drop it
Not sure what you're trying to achieve
Replying to @KahL_One
Hahaha thank you so much man, I'm glad my stuff is helping.
Yeah so many people still can't believe it!
Replying to @KahL_One
Yeah there's always more to learn for sure!
If I look back at a project I made 5 years ago now I can't believe some of the things I've done😅
You can always do a refactor at some point if things get too messy
Replying to @KahL_One
Wait xD you got me concerned now man
If you're copying around macros then you probably don't have your inheritance set up correctly, should be using components or a function library
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
I hope that whoever thought this was a good idea steps on a Lego
Epic Games Store@EpicGamesOct 14🇺🇸
United StatesConnected via WebAccount-level information, not a live location or per-post device.
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
Replying to @ProceduralMinds
You're probably one of the 0.1% of Unreal users who knew this 😂
Replying to @EvilReFlex
In the video it's UE 5.6 but I just booted up 4.27 and it also works there with tooltip and all.
This might have been there all the way back in UE 4.0 IDK😂
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
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











