Unfiltered list, this will be cleaned up with other pages when I got time.
Scene Construction
- Environment Light Mixer - Quickly setup lights in a map
- Cube Grid (Modelling tools) - Quick level design prototyping
- Draw Spline Tool (Modelling tools) - Creates BP and modify spline
- Landmass Erosion
- RVT (Runtime Virtual Textures) - Smooth blend mesh in environment
- Texture Variation Node - Break tiling texture in material
- Landscape Physics Material Node - Custom fx for gn or different footstep sounds
- Water System Overrides - Modify from project settings
- Console Water Variables - VSM Filtering (Virtual Shadow Map)
- Property Coloration Viewmode - Ctrl+Click on any property in details and it will grab all from the scene!
- Render Resource Viewer - View what eats up the VRAM
- Local Exposure - Blend between different exposures in the same view
- Location Volume - Named markers for an area in map partition (Shared between team)
- Use Pinning - Prevent actor from streaming out
- Custom Filters - Regular expression used as filters
- Source Control - In-engine source control
- Diffing Selected - Not just blueprint, works on other asset types too
- Diffing Selected - Use step to jump between changes
- Diffing Selected - Lock and Unlock Panning/Zooming
- Review Tool - Perforce only, Inspect specific changelist
- Custom Validation - Setup in BP and C++ to prevent errors
Working with Nanite
- Nanite Tesselation - Off by default enabled using cvars
- Nanite Landscape
- Nanite Landscape Displacement
- Nanite Vertex Color - Store data and reduce texture overhead
- Nanite Spline Mesh - Spline Mesh Actor
- Nanite Spline Mesh - ‘Max Edge Lenght Factor’
- Nanite Foliage ‘Preserve Area’ - Maintain visual consistency
- Nanite Mesh can be controlled by WPO (World Position Offset)
- Nanite setup troubleshooting WPO using ‘Pixel Programmable Visualizer’
- Nanite Overdraw mode
- VSM Nanite Overdraw (Virtual Shadow Map)
- Nanite Overrides - Selector in the material graph if mesh uses nanite
- Nanite Overrides - Disallow nanite with translucent material
- Level instances - Group nanite assets as placeable assemblies
- Level instances - Actor Filters
- Level instances - Easily break them to base actors
- Level instances Zoo - Showcase your assets easily as they are instances
PCG (Procedural Content Generation)
- PCG Intro
- PCG Data Asset Support - Convert level instance to PCG data assets
- PCG Sample landscape layer data - Painting landscape layer and PCG filling it with rocks
- PCG Discard points on irregular surface
- PCG Spline Water Data - Gets information from water system like stream speed
- PCG Hierarchical Generation - Logic processed based on distance (PCG LOD?)
- PCG Biomes Plugin
Custom Tools
- Interchange - Custom ruleset and import popup when importing certain assets
- Geometry Scripts - Intro
- Geometry Scripts Booleans - Cut holes in any mesh
- Scriptable Tools Mode - Add your custom click, drag, etc.. tools
- Toolbox Plugin - Custom button belt that does whatever you program
Bells and Whistles
- Animation Analysis - Works in blendspaces and sets values based on analysis rules
- Harmonix Plugin - Create custom MIDI Sequences
- Soundscape Plugin - Procedural audio in the environment without hand placing them
- Data Channels - Detected by Niagara and spawns effects using one single Niagara asset
- Niagara Simulation Stages - Output to Render Texture and do cool stuff
- Niagara Caching - Caching to quickly play it back anytime later
- Post Process Material Chain Plugin - Output PP to RT to PP to… (RT = Render Targets)
- Slate Post Buffer - Render scene with UMG to texture
- Console Variable Tool - Window > Console Variables and it shows all
- ABTest - ‘abtest’ before any console command and it will alternate between them automatically
- Texture Graph - Create procedural textures inside Unreal
- Data Flow - Sets geometry collection and ruleset for destructible objects
- Physics Control Component - Add physics on top of existing animations
- Leet mode ‘-leet’ - Run the project with this command and it replaces text with leet