Never having been one to shy away from a challenge. When I find a problem with the Unreal Engine, I try to fix it. Every Friday I stream the process of delving into the unreal engine codebase, identifying the problem, and creating the resolution. I then package it up as a pull request to Epic, and we’re off to the races! It is not your typical indie game development stream on Twitch.
Providing assistance to developers using Unity often involves suggesting alternative ways of doing things to get around engine limitations. Whens it comes to Unreal, I can take it a step further and provide fixes to the actual game engine. It is situations like that where I wish Unity would have their source code available publicly.
With numerous macOS specific fixes (I apparently don’t like things easy), I have branched out to working on nuance fixes which most likely are so far down on Epic’s list that it makes sense for someone like myself to take up the torch. These journeys delving into the Unreal Engine codebase are a great experience for learning the internals of the engine.
I need _____ in Unreal Engine! STAT!
All you need to do is watch the stream and bring it to my attention. I will likely evaluate it on the spot with you, gauging the feasibility of the implementation / fix, and then schedule it for another Pull Request Friday. Feature requests for the unreal engine will fall to a lower priority then bug fixes.
What’s going to be the next Pull Request on stream?
I created a Trello Board to organize requests and store some notes on the progression of the requests. While I am a fan of Trello in situations like this, where its small, indie, and sort of ad-hoc. I was not going to subject people to dotBunny’s JIRA tasking system, which is more ideal for the game development process. The Trello board is publicly accessible so be sure to check it out, watch the stream, and interact with our growing community awesome game developers.