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Tools and Utilities.

Relatively recently, I developed an interest in building little tools and utilities to make development a lot more productive.

The tools showcased here are short tidbits created for specific projects with limited deadlines. But in the future, I would love to take on the challenge of a proper, feature specific, development tool.

ASSET BATCH RENAMING.

Why?

  • I worked on Sour Security with a very talented team of programmers and designers, but the team lacked artists. Thus, we made use of a lot of external assets. A lot of these assets lacked naming conventions or used different naming conventions.

  • So, a need for a tool capable of batch renaming an entire folder or a selection of assets arose.

Working

Easily Configure Naming Conventions

REPLACE SELECTED OBJECT(S) IN SCENE.

Why?

  • I worked on Downhill Dash with a talented team of people. Our level designers created levels using simple blockout shapes.

  • When it was time to replace the blockout shapes with art assets, we felt the need for a tool to replace selected objects in the level with assets from the asset directory. 

  • The tool supports carrying over certain properties of the object like rotation, scale, layers, etc. to the newly spawned objects.

Working

NOISE GENERATION LIBRARY.

  • A library of various noise functions built in unreal C++ and accessible through blueprints

Example

Blueprint Exposed Nodes

Noise.png

GLOBAL BLUEPRINT EVENTS.

  • This utility is heavily inspired by this asset on the unreal marketplace. I expand upon it to provide more data types to pass.

  • This utility allows for creating global events and subscribing to these events and calling them without having to ever reference blueprint instances.

  • It helps with avoiding blueprint dependencies.

  • It uses a Data Asset object to ID events.

Blueprint Exposed Nodes

Global Events.png

ACCESS RECENTLY OPENED BLUEPRINTS.

  • I wrote in detail about this tool here​

  • This tool was built for Unreal Engine 5.2. The more recent versions of unreal have this functionality built in.

Asset Batch Renaming
Replace Scene Objects
Recently Opened Blueprints
Noise Generation Library
Global Blueprint Events
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