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?
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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.
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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?
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I worked on Downhill Dash with a talented team of people. Our level designers created levels using simple blockout shapes.
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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.
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The tool supports carrying over certain properties of the object like rotation, scale, layers, etc. to the newly spawned objects.

Working
NOISE GENERATION LIBRARY.
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A library of various noise functions built in unreal C++ and accessible through blueprints
Example

Blueprint Exposed Nodes

GLOBAL BLUEPRINT EVENTS.
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This utility is heavily inspired by this asset on the unreal marketplace. I expand upon it to provide more data types to pass.
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This utility allows for creating global events and subscribing to these events and calling them without having to ever reference blueprint instances.
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It helps with avoiding blueprint dependencies.
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It uses a Data Asset object to ID events.
Blueprint Exposed Nodes

ACCESS RECENTLY OPENED BLUEPRINTS.
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I wrote in detail about this tool here​
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This tool was built for Unreal Engine 5.2. The more recent versions of unreal have this functionality built in.
