Overview of the Unreal Motion Graphics (UMG) framework in Unreal Engine 4. Presented at West Coast Unreal Engine DevCon 2014 in San Francisco and Seattle.
GDC Europe 2014: Unreal Engine 4 for Programmers - Lessons Learned & Things t...Gerke Max Preussner
A high-level overview of Unreal Engine 4, its game framework, the Slate user interface library, Unreal Motion Graphics, and Editor and Engine extensibility. Presented at GDC Europe in Cologne, Germany.
Also includes bonus slides on concurrency and parallelism features, general tips for programmers and Epic's build and automation infrastructure.
FMX 2017: Extending Unreal Engine 4 with Plug-ins (Master Class)Gerke Max Preussner
Overview on creating code projects and plug-ins, and introduction on how to add new asset types to UE4 and customize their look & feel via asset actions and custom asset editors. The corresponding source code is available at https://headcrash.industries/vault/presentations/fmx/
East Coast DevCon 2014: The Slate UI Framework - Architecture & ToolsGerke Max Preussner
The document discusses the Slate UI framework in Unreal Engine, which provides tools for building user interfaces. It is written in C++ and works across platforms. Slate includes a widget library, tools for styling and input handling, and allows composing UI hierarchies through declarative syntax. It is used for interfaces like the Unreal Editor, games, and other applications. The document also covers Slate architecture, concepts, and provides an example of a custom button widget.
Introductory slides for our live coding demonstration at GDC Europe on August 4th, 2015. We are creating a hover component in Blueprint and converting it to a C++ plug-in. The corresponding Visual Studio project files are available at https://headcrash.industries/vault/presentations/gdc-europe/
West Coast DevCon 2014: Build Automation - Epic’s Build Tools & InfrastructureGerke Max Preussner
Overview of build tools, build automation, source code management and automated testing infrastructure at Epic Games. Presented at West Coast Unreal Engine DevCon 2014 in San Francisco and Seattle.
East Coast DevCon 2014: Extensibility in UE4 - Customizing Your Games and the...Gerke Max Preussner
This document discusses extensibility in Unreal Engine 4 (UE4) through custom plugins. It explains that plugins allow customizing games and the editor for specific needs not supported out of the box by UE4. Plugins can extend both the engine and editor through C++ code, blueprints, UI customization, and more. The document provides examples of how to build plugins and highlights plugins for VR support, movie playback, and integration with source control software.
West Coast DevCon 2014: Engine Overview - A Programmers Glimpse at UE4Gerke Max Preussner
This document provides an overview of the Unreal Engine, including its directory structure, configuration files, modular design, and project templates. It describes the main directories for code, content, binaries, and more. Configuration is handled through INI files in a hierarchy. The engine uses a modular design to promote reusability, extensibility, and decoupling. Common module types include runtime, editor, plugins, and programs. Project templates help users get started with genres like shooters, side scrollers, and more.
East Coast DevCon 2014: Programming in UE4 - A Quick Orientation for CodersGerke Max Preussner
Overview of basic concepts and common blockers when programming for Unreal Engine 4. Presented at East Coast Unreal Engine DevCon 2014 in Montreal and Boston.
This document discusses Unreal Engine 4 from Epic Games in 2016. It outlines that Unreal Engine 4 is a high performance C++ game engine that is optimized for performance. It also discusses how Unreal Engine 4 supports virtual reality, high-end mobile gaming, physically based rendering, and digital humans. The engine is widely used in movies, VR, and games due to its high quality features and performance.
Overview of the basics of modules, plug-ins and projects in UE4, and a deep dive into integrating third-party dependencies. Presented at MIGS 2016 in Montreal.
West Coast DevCon 2014: The Slate UI Framework (Part 1) - IntroductionGerke Max Preussner
Overview of the Slate user interface framework and low-level UI capabilities in Unreal Engine 4. Presented at West Coast Unreal Engine DevCon 2014 in San Francisco and Seattle.
Martin Pernica presented his experience moving from Unity3D to Unreal Engine 4 as an indie game studio. Some key reasons for the switch were UE4's lower monthly subscription costs, the ability to continue using the engine after canceling a subscription, and UE4's built-in tools for visual scripting and material editing that improved the workflow between designers and programmers. UE4 also provided better visual quality out of the box and access to the source code allowed for customization and hotfixes.
This document provides an overview of an endless runner game called Treasure Dungeon that was developed in Unreal Engine 4. It discusses what Unreal Engine 4 and Fuse are, the methodology used for game development, samples from the development process, testing, and conclusions. The game's goal is for the player to run endlessly and collect coins while avoiding obstacles as a character created using Fuse. Development steps included creating the character, gameplay, courses, obstacles, and items. The beta version was completed but corners presented problems and were excluded from the final version.
This document provides an overview of Unreal Engine 4 (UE4) and summarizes its features for game and app development. It covers UE4 project setup, game logic creation tools like Blueprints that improved on UE3 tools, a new UI system called Slate, automation testing capabilities, physically based materials, mobile development support across platforms, performance optimization techniques, and content creation guidelines.
The Unreal Engine is a game engine developed by Epic Games that is written in C++, making it highly portable. It has been used to create many popular first person shooter and other genre games since its first version in 1998. There have been four major versions of Unreal Engine released, each featuring technical improvements and expanded platform support. The current version, Unreal Engine 4, targets next generation consoles and devices and includes physically based rendering and improved development tools.
2D Endless Runner in Unity for Mobile - GDG DevFest Istanbul 2014Murat Gürel
This talk will cover technical design choices, tips & tricks for creating an endless runner platformer for Android & iOS in Unity, with real examples from our own game Evliya Celebi: Olumsuzluk Suyu, which include: character controls, animations & state machine, level design & generation, performance optimisations, gui elements, cross-platform design, level editor.
Developing Success in Mobile with Unreal Engine 4 | David StelzerJessica Tams
This document discusses the advantages of using the Unreal Engine 4 (UE4) for game development compared to other game engines like Unity. It notes that UE4 is a complete toolset that supports multi-platform development including PC, console, web, VR/AR and mobile. It has visual scripting using Blueprints that allows artists and designers to code without programming. UE4 also has C++ integration and provides full source code access for free along with flexible licensing options.
East Coast DevCon 2014: Concurrency & Parallelism in UE4 - Tips for programmi...Gerke Max Preussner
This document discusses concurrency and parallelism techniques in Unreal Engine 4 (UE4). It covers synchronization primitives like atomics, locking, signaling, and waiting. It also discusses high level constructs like thread-safe containers and helpers. For parallelization, it discusses threading using runnables, task graphs, processes, and messaging. The goal is to provide tips for programming UE4 to take advantage of multiple CPU cores.
Creating great Unity games for Windows 10 - Part 1Jiri Danihelka
Unity is a game engine that supports creating 2D and 3D games across many platforms. It uses a scene-based workflow where games are composed of multiple scenes. GameObjects are the basic elements in a scene and have components that define their properties and behaviors. Common components include renderers, audio sources, scripts, and physics components. Unity supports C# and JavaScript for scripting and has an asset store for additional content. It outputs code for multiple platforms through compilation.
Options for Entity interaction - Unite Copenhagen 2019Unity Technologies
Interaction is fundamental in games, both in how players interact with a game and receive responses, and in how parts of the game interact with one another. Unity's Entities package provides a variety of options for writing systems where entities communicate information to one another. These slides introduce those options, and explains the pros and cons of each approach.
Speaker:
Luna Meier - Unity
Watch the session on YouTube: https://youtu.be/KuGRkC6wzMY
Video Game Development with Unity.
Présenté par David Taralla le 30 novembre 2016 aux Geeks Anonymes (https://www.facebook.com/GeeksAnonymesLiege/).
An overview of Apple's game development technologies, followed up by tips and techniques for using UIKit for game development. The later third of the talk is an overview of games I've worked on in UIKit.
West Coast DevCon 2014: Engine Overview - A Programmers Glimpse at UE4Gerke Max Preussner
This document provides an overview of the Unreal Engine, including its directory structure, configuration files, modular design, and project templates. It describes the main directories for code, content, binaries, and more. Configuration is handled through INI files in a hierarchy. The engine uses a modular design to promote reusability, extensibility, and decoupling. Common module types include runtime, editor, plugins, and programs. Project templates help users get started with genres like shooters, side scrollers, and more.
East Coast DevCon 2014: Programming in UE4 - A Quick Orientation for CodersGerke Max Preussner
Overview of basic concepts and common blockers when programming for Unreal Engine 4. Presented at East Coast Unreal Engine DevCon 2014 in Montreal and Boston.
This document discusses Unreal Engine 4 from Epic Games in 2016. It outlines that Unreal Engine 4 is a high performance C++ game engine that is optimized for performance. It also discusses how Unreal Engine 4 supports virtual reality, high-end mobile gaming, physically based rendering, and digital humans. The engine is widely used in movies, VR, and games due to its high quality features and performance.
Overview of the basics of modules, plug-ins and projects in UE4, and a deep dive into integrating third-party dependencies. Presented at MIGS 2016 in Montreal.
West Coast DevCon 2014: The Slate UI Framework (Part 1) - IntroductionGerke Max Preussner
Overview of the Slate user interface framework and low-level UI capabilities in Unreal Engine 4. Presented at West Coast Unreal Engine DevCon 2014 in San Francisco and Seattle.
Martin Pernica presented his experience moving from Unity3D to Unreal Engine 4 as an indie game studio. Some key reasons for the switch were UE4's lower monthly subscription costs, the ability to continue using the engine after canceling a subscription, and UE4's built-in tools for visual scripting and material editing that improved the workflow between designers and programmers. UE4 also provided better visual quality out of the box and access to the source code allowed for customization and hotfixes.
This document provides an overview of an endless runner game called Treasure Dungeon that was developed in Unreal Engine 4. It discusses what Unreal Engine 4 and Fuse are, the methodology used for game development, samples from the development process, testing, and conclusions. The game's goal is for the player to run endlessly and collect coins while avoiding obstacles as a character created using Fuse. Development steps included creating the character, gameplay, courses, obstacles, and items. The beta version was completed but corners presented problems and were excluded from the final version.
This document provides an overview of Unreal Engine 4 (UE4) and summarizes its features for game and app development. It covers UE4 project setup, game logic creation tools like Blueprints that improved on UE3 tools, a new UI system called Slate, automation testing capabilities, physically based materials, mobile development support across platforms, performance optimization techniques, and content creation guidelines.
The Unreal Engine is a game engine developed by Epic Games that is written in C++, making it highly portable. It has been used to create many popular first person shooter and other genre games since its first version in 1998. There have been four major versions of Unreal Engine released, each featuring technical improvements and expanded platform support. The current version, Unreal Engine 4, targets next generation consoles and devices and includes physically based rendering and improved development tools.
2D Endless Runner in Unity for Mobile - GDG DevFest Istanbul 2014Murat Gürel
This talk will cover technical design choices, tips & tricks for creating an endless runner platformer for Android & iOS in Unity, with real examples from our own game Evliya Celebi: Olumsuzluk Suyu, which include: character controls, animations & state machine, level design & generation, performance optimisations, gui elements, cross-platform design, level editor.
Developing Success in Mobile with Unreal Engine 4 | David StelzerJessica Tams
This document discusses the advantages of using the Unreal Engine 4 (UE4) for game development compared to other game engines like Unity. It notes that UE4 is a complete toolset that supports multi-platform development including PC, console, web, VR/AR and mobile. It has visual scripting using Blueprints that allows artists and designers to code without programming. UE4 also has C++ integration and provides full source code access for free along with flexible licensing options.
East Coast DevCon 2014: Concurrency & Parallelism in UE4 - Tips for programmi...Gerke Max Preussner
This document discusses concurrency and parallelism techniques in Unreal Engine 4 (UE4). It covers synchronization primitives like atomics, locking, signaling, and waiting. It also discusses high level constructs like thread-safe containers and helpers. For parallelization, it discusses threading using runnables, task graphs, processes, and messaging. The goal is to provide tips for programming UE4 to take advantage of multiple CPU cores.
Creating great Unity games for Windows 10 - Part 1Jiri Danihelka
Unity is a game engine that supports creating 2D and 3D games across many platforms. It uses a scene-based workflow where games are composed of multiple scenes. GameObjects are the basic elements in a scene and have components that define their properties and behaviors. Common components include renderers, audio sources, scripts, and physics components. Unity supports C# and JavaScript for scripting and has an asset store for additional content. It outputs code for multiple platforms through compilation.
Options for Entity interaction - Unite Copenhagen 2019Unity Technologies
Interaction is fundamental in games, both in how players interact with a game and receive responses, and in how parts of the game interact with one another. Unity's Entities package provides a variety of options for writing systems where entities communicate information to one another. These slides introduce those options, and explains the pros and cons of each approach.
Speaker:
Luna Meier - Unity
Watch the session on YouTube: https://youtu.be/KuGRkC6wzMY
Video Game Development with Unity.
Présenté par David Taralla le 30 novembre 2016 aux Geeks Anonymes (https://www.facebook.com/GeeksAnonymesLiege/).
An overview of Apple's game development technologies, followed up by tips and techniques for using UIKit for game development. The later third of the talk is an overview of games I've worked on in UIKit.
This document provides a summary of Chen-Han Tsai's work experience including team projects and personal projects. Some of the team projects include Monochrome (2015-2016) where Chen-Han worked on animation systems, UI, and gameplay in C++ and Unity. Personal projects include Rocky Ball (2015-present) which is a 2D game developed in Unreal Engine with UI, gameplay, and motion control for tablets.
Metodologías de desarrollo de software en GamingGlobant
Contenido:
Game Development
- Understanding
Game Dev en Globant
-Historia
-Tipos de Proyectos/Clientes
-End to End/Full SKU vs EA Game Modes projects
- Algunos títulos en los que Globant trabajó
Orador: CLAUDIO BASTOS
Technical Director @Globant Gaming Studio
Contact: [email protected]
This document provides an overview of an introduction to VR programming lecture. It introduces the course instructors, Prof. Shigekazu Sakai and Dr. Kobkrit Viriyayudhakorn, and outlines their respective course contents. It also covers an introduction to Unity and the basics of creating a script and attaching it to a game object in Unity. Some key points covered include an overview of VR devices and platforms, game design fundamentals like defining a problem and concept, and how to get started with programming in Unity using C#.
W3C HTML5 KIG-The complete guide to building html5 gamesChanghwan Yi
The document discusses building HTML5 games and provides resources on graphics libraries, physics engines, handling touch input, and gaming frameworks. It recommends libraries like EaselJS and frameworks like MelonJS and ImpactJS for HTML5 game development. Tutorials are presented on porting games to HTML5 using these tools as well as considerations for building games targeting multiple platforms like Windows 8.
Developing applications and games in Unity engine - Matej Jariabka, Rudolf Ka...gamifi.cc
gamifi.cc team - Rudolf & Matej presented on local tech/mobile/games conference experience with Unity & game development in general.
We also list some other tools that might help you. First part covers business tips & reasons to use Unity.
The document introduces MobileBits GmbH and their multiplatform game development engine called the Delta Engine. The Delta Engine allows developers to create games using .NET and deploy them with one click to various platforms including iPhone, Android, Windows Phone 7 and more. It aims to make multiplatform game development easier by eliminating the need to learn different languages for each platform.
The document provides an introduction to 2D game development with Unity. It discusses key Unity concepts such as scenes, game objects, components and scripts. It then demonstrates how to build a basic 2D platformer game in Unity, including creating a player character, allowing movement with scripts, adding animations, developing platforms, and enabling jumping. The document recommends resources for further learning Unity and 2D game development.
A basic presentation on unity 3D. In this presentation we have talked about what unity 3D is and why it is preferable over other game engines for development. How can we develop a game on it.
The document discusses video games and the Kinect motion sensing device. It provides an overview of how video games have evolved from additional means of sound reproduction to an industry incorporating human interaction. The Kinect is described as a motion sensing device used with the Xbox gaming console that utilizes a webcam-style setup to track motion without a game controller. The document also briefly outlines the typical stages of video game development and provides information on game engines, listing Construct 2 as an example engine that allows 2D and 3D game creation without programming.
Develop Games With Cocos Creator - A Game Engine By CocosLuke Stapley
This is a slideshow introduction for Cocos Creator for those interested in using our game engine or media interested in covering it. For more information and to download Cocos Creator, please visit our website at http://www.cocos.com
The Maemo 6 UI framework is built using Qt4.6 for full OpenGL acceleration. It uses a scene graph approach with widgets and layouts as part of the scene. The framework provides the Maemo 6 look and feel with multi-touch gestures, portrait and landscape modes, and animations. A technical preview is available now and feedback should be sent to the listed contact.
This document contains information about Muhammad Maaz Irfan, including that he is a comic artist and final semester student of BSCS at Preston University Islamabad. It also provides recommendations for game development with Windows, lists some major game engines, and gives an overview of the Unity game engine including its features, assets store, project structure involving scenes and game objects/components, and 2D and 3D asset creation tools.
ImpactJS is an HTML5 game engine that allows developers to make 2D games that can be played directly in browsers using HTML5 Canvas. It includes features like a map editor, support for WebGL, sound, plugins, and physics engines. Games made with ImpactJS can be played on desktop and mobile browsers like Firefox, Chrome, Safari, and iOS/Android devices. Developers can also export games to native mobile apps using tools like CocoonJS or AppMobi. The game engine prioritizes an event-driven framework and game loop.
This document summarizes key aspects of game development using Unity 5. It discusses Unity's 2D and 3D support, physics engines, animation systems, visual scripting with Visual Studio Tools for Unity, and implementing core game elements like lighting, audio, user input, and user interface. Mobile and desktop platforms are supported across a wide range of device families through Windows 10 builds.
Qt World Summit 2015 Talk by V-Play: How to Develop with Qt for Multiple Scre...FELGO SDK
A summarized version is available here:
http://v-play.net/?p=10928
*** Quick Summary ***
This session shows how to develop applications for multiple screen sizes, screen resolutions and form factors like phones, tablets and desktop PCs with Qt. We show how you can use the same code base, while having native-looking UIs across platforms like iOS and Android with Qt and V-Play Apps. This involves tips for responsive design with Qt and a comparison when to use Qt Quick and in which cases C++ is the better choice.
We cover dynamic image switching, content scaling and basic Qt Quick features like file selectors, Loader elements, Layouts, QML Singletons and property bindings and compare the use cases for each of them. In addition, we introduce a density-independent approach you can use to create Qt apps on different resolutions and screen densities.
This talk also explains which V-Play components you can use to increase your application downloads and user retention. And how to measure the success of your apps across platforms.
This presentation gives you a technical overview with code snippets and hands-on examples of the possibilities with Qt for multi-screen development. For a non-technical overview of this topic, we recommend the first part of this presentation in the Qt Technology Strategy Track.
*** Presentation Keywords ***
Qt, Qt Quick, QML, JavaScript, V-Play Game Engine, V-Play Apps, V-Play Qt 5 Plugins
Screen density, screen resolution, screen size
Density independence, density-independent pixels; pixel density
Dynamic image switching, dynamic image selection; Android: alternative bitmaps; retina display, retina images
High dpi screens
Multiple screen aspect ratios
Supporting Multiple Screens, Responsive Design (tablet layout, adaptive layout, adaptable layout, scalability)
Multiple resolutions
Content scaling, upscaling, adaptive scaling
User Retention, User-Generated Content, UGC, community building, V-Play Game Network, Gamification, Leaderboards, Achievements, Multiplayer, Chat, Push Notifications, Mobile Analytics
Qt 5 Plugins, V-Play Plugins, Qt Facebook Plugin, Qt Chartboost, Qt AdMob, Qt Flurry Analytics, Qt Push Notifications, Qt In-App Purchases
Native Code is Dead AKA Cross Platform Development with Unity3DRalph Barbagallo
Unity3D provides the best solution for cross-platform development by supporting the most critical platforms with a native-like performance. It has a wide community support and allows accessing platform-specific features through native plugins. Porting a game from iOS to Android with Unity3D only required a few days of refactoring code and swapping plugins. The business model is also advantageous with reasonable licensing fees and no revenue sharing requirements.
How Valletta helped healthcare SaaS to transform QA and compliance to grow wi...Egor Kaleynik
This case study explores how we partnered with a mid-sized U.S. healthcare SaaS provider to help them scale from a successful pilot phase to supporting over 10,000 users—while meeting strict HIPAA compliance requirements.
Faced with slow, manual testing cycles, frequent regression bugs, and looming audit risks, their growth was at risk. Their existing QA processes couldn’t keep up with the complexity of real-time biometric data handling, and earlier automation attempts had failed due to unreliable tools and fragmented workflows.
We stepped in to deliver a full QA and DevOps transformation. Our team replaced their fragile legacy tests with Testim’s self-healing automation, integrated Postman and OWASP ZAP into Jenkins pipelines for continuous API and security validation, and leveraged AWS Device Farm for real-device, region-specific compliance testing. Custom deployment scripts gave them control over rollouts without relying on heavy CI/CD infrastructure.
The result? Test cycle times were reduced from 3 days to just 8 hours, regression bugs dropped by 40%, and they passed their first HIPAA audit without issue—unlocking faster contract signings and enabling them to expand confidently. More than just a technical upgrade, this project embedded compliance into every phase of development, proving that SaaS providers in regulated industries can scale fast and stay secure.
Meet the Agents: How AI Is Learning to Think, Plan, and CollaborateMaxim Salnikov
Imagine if apps could think, plan, and team up like humans. Welcome to the world of AI agents and agentic user interfaces (UI)! In this session, we'll explore how AI agents make decisions, collaborate with each other, and create more natural and powerful experiences for users.
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Scaling GraphRAG: Efficient Knowledge Retrieval for Enterprise AIdanshalev
If we were building a GenAI stack today, we'd start with one question: Can your retrieval system handle multi-hop logic?
Trick question, b/c most can’t. They treat retrieval as nearest-neighbor search.
Today, we discussed scaling #GraphRAG at AWS DevOps Day, and the takeaway is clear: VectorRAG is naive, lacks domain awareness, and can’t handle full dataset retrieval.
GraphRAG builds a knowledge graph from source documents, allowing for a deeper understanding of the data + higher accuracy.
This presentation explores code comprehension challenges in scientific programming based on a survey of 57 research scientists. It reveals that 57.9% of scientists have no formal training in writing readable code. Key findings highlight a "documentation paradox" where documentation is both the most common readability practice and the biggest challenge scientists face. The study identifies critical issues with naming conventions and code organization, noting that 100% of scientists agree readable code is essential for reproducible research. The research concludes with four key recommendations: expanding programming education for scientists, conducting targeted research on scientific code quality, developing specialized tools, and establishing clearer documentation guidelines for scientific software.
Presented at: The 33rd International Conference on Program Comprehension (ICPC '25)
Date of Conference: April 2025
Conference Location: Ottawa, Ontario, Canada
Preprint: https://arxiv.org/abs/2501.10037
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"YouTube by Click" likely refers to the ByClick Downloader software, a video downloading and conversion tool, specifically designed to download content from YouTube and other video platforms. It allows users to download YouTube videos for offline viewing and to convert them to different formats.
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Adobe Photoshop is a widely-used, professional-grade software for digital image editing and graphic design. It allows users to create, manipulate, and edit raster images, which are pixel-based, and is known for its extensive tools and capabilities for photo retouching, compositing, and creating intricate visual effects.
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Avast Premium Security is a paid subscription service that provides comprehensive online security and privacy protection for multiple devices. It includes features like antivirus, firewall, ransomware protection, and website scanning, all designed to safeguard against a wide range of online threats, according to Avast.
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Adobe Photoshop Lightroom is a photo editing and organization software application primarily used by photographers. It's designed to streamline workflows, manage large photo collections, and make adjustments to images in a non-destructive way. Lightroom is available across various platforms, including desktop, mobile (iOS and Android), and web, allowing for consistent editing and organization across devices.
Mastering Fluent Bit: Ultimate Guide to Integrating Telemetry Pipelines with ...Eric D. Schabell
It's time you stopped letting your telemetry data pressure your budgets and get in the way of solving issues with agility! No more I say! Take back control of your telemetry data as we guide you through the open source project Fluent Bit. Learn how to manage your telemetry data from source to destination using the pipeline phases covering collection, parsing, aggregation, transformation, and forwarding from any source to any destination. Buckle up for a fun ride as you learn by exploring how telemetry pipelines work, how to set up your first pipeline, and exploring several common use cases that Fluent Bit helps solve. All this backed by a self-paced, hands-on workshop that attendees can pursue at home after this session (https://o11y-workshops.gitlab.io/workshop-fluentbit).
Discover why Wi-Fi 7 is set to transform wireless networking and how Router Architects is leading the way with next-gen router designs built for speed, reliability, and innovation.
Microsoft AI Nonprofit Use Cases and Live Demo_2025.04.30.pdfTechSoup
In this webinar we will dive into the essentials of generative AI, address key AI concerns, and demonstrate how nonprofits can benefit from using Microsoft’s AI assistant, Copilot, to achieve their goals.
This event series to help nonprofits obtain Copilot skills is made possible by generous support from Microsoft.
What You’ll Learn in Part 2:
Explore real-world nonprofit use cases and success stories.
Participate in live demonstrations and a hands-on activity to see how you can use Microsoft 365 Copilot in your own work!
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FL Studio is a Digital Audio Workstation (DAW) software used for music production. It's developed by the Belgian company Image-Line. FL Studio allows users to create and edit music using a graphical user interface with a pattern-based music sequencer.
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Adobe Illustrator is a vector graphics editor and design software, developed and marketed by Adobe, used for creating logos, icons, illustrations, and other graphics that can be scaled without loss of quality. It's a powerful tool for graphic designers, web designers, and artists who need to create crisp, scalable artwork for various applications like print, web, and mobile.
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Adobe After Effects is a software application used for creating motion graphics, special effects, and video compositing. It's widely used in TV and film post-production, as well as for creating visuals for online content, presentations, and more. While it can be used to create basic animations and designs, its primary strength lies in adding visual effects and motion to videos and graphics after they have been edited.
Here's a more detailed breakdown:
Motion Graphics:
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After Effects is powerful for creating animated titles, transitions, and other visual elements to enhance the look of videos and presentations.
Visual Effects:
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It's used extensively in film and television for creating special effects like green screen compositing, object manipulation, and other visual enhancements.
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Animation:
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After Effects is part of the Adobe Creative Cloud, a suite of software that includes other popular applications like Photoshop and Premiere Pro.
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After Effects is primarily used in the post-production phase, meaning it's used to enhance the visuals after the initial editing of footage has been completed.
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2. Current In-Game UI Features
HUD Canvas
VP Widgets
Game Menus
FCanvas
• Low-level C++ API for drawing directly to the screen
• Has been part of Unreal Engine for many years
• All functions are in FCanvas class
• DrawText(), DrawTexture(), DrawTile(), etc.
• Use AHUD.Canvas to access the canvas object
HHitProxy
• Provides basic interaction support for FCanvas
• Create one hit proxy per interactive object
• Hit proxy ID is sent to GPU for per-pixel hit tests
3. Current In-Game UI Features
HUD Canvas
VP Widgets
Game Menus
UGameViewportClient
• Allows usage of Slate widgets inside game view port
• Use all features of Slate (except SWindow)
• Add/RemoveViewportWidgetContent()
Things to keep in mind
• All added widgets will be layered on top of each other (SOverlay)
• Widgets should use TWeakObjPtr for UObject references
6. Current In-Game UI Features
HUD Canvas
VP Widgets
Game Menus
The Hard Way
• Use FCanvas to draw your own menus
• Not recommended
The Custom Way
• Use HUD Widgets to create any menu layout
The Lazy Way
• Use GameMenuBuilder for paged menus
• FGameMenuPage - Single menu page
• FGameMenuItem - An option in a menu page
• Can be customized and styled
• Mostly used for settings screens
7. Unreal Motion Graphics
Overview
Scripting
Upcoming
One UI Solution To Rule Them All
• Built on top of Slate
• Adds real-time animation and transformation to widgets
• Integrated with Blueprints
• WYSIWYG Editor for artists and designers
• No programming required (unless you want to)
• Not officially released yet, but already in the code base
22. Questions?
Documentation, Tutorials and Help at:
• AnswerHub:
• Engine Documentation:
• Official Forums:
• Community Wiki:
• YouTube Videos:
• Community IRC:
Unreal Engine 4 Roadmap
• lmgtfy.com/?q=Unreal+engine+Trello+
http://answers.unrealengine.com
http://docs.unrealengine.com
http://forums.unrealengine.com
http://wiki.unrealengine.com
http://www.youtube.com/user/UnrealDevelopmentKit
#unrealengine on FreeNode
Editor's Notes
#2: Prepared and presented by Gerke Max Preussner for West Coast MiniDevCon 2014, July 21-24th
Email [email protected] in case of comments, questions or suggestions or visit our AnswerHub at http://answers.unrealengine.com
In the previous talk I introduced you to the Slate UI framework in Unreal Engine 4.
I will now introduce you to additional features that are being built on top of Slate.
#3: While our previous presentation mainly focused on building UI for the Editor and standalone applications, this talk will be about game UI.
The most common type of in-game UI is the Head-Up Display.
The Engine currently provides two mechanisms to generate HUDs: Canvas and HUD Widgets.
#4: A better way for creating in-game UI is to use viewport widgets.
The game’s viewport client has an API that allows for adding and removing regular Slate widgets.
Since all UI is usualy displayed inside the game’s window, the use of SWindow is generally discouraged (unless you really want to open external windows from your game).
#6: And here is what the virtual joystick looks like in game.
Notice the two circles at the bottom left and right, which can be used to control player movement on a mobile device.
#7: Another important type of game UI are in-game menus for settings or game controls.
You can use either of the two techniques just mentioned, or you can leverage the new GameMenuBuilder to get up and running quickly.
Most of our own in-game Uis are currently built with viewport widgets.
#8: So far we have talked about in-game UI that is entirely written in C++ and is, for the most part, rather static.
We are currently building a new tool set on top of Slate that will add a much more artist centric workflow and provide cool features, such as UI animations and transformations.
This tool set is called Unreal Motion Graphics.
Let’s take a sneak peek at what we have in store for you…
#9: This is a screenshot of an early version of UMG.
#10: In the center you see the Preview Area.
This is where you build and rearrange your user interface.
You can select and modify various parts of your UI.
#11: The panel in the lower left shows the structural view of the UI you are creating.
The currently selected widget is shown here as well.
#12: On the right is the Details panel.
It shows the properties of the selected widget and allows you to modify them.
#13: The panel at the bottom is called the Sequencer.
It lets you animate all properties of a widget over time.
You can move the scrubber to preview how the animation behaves.
#15: In the upper left you can see the Widget Library.
UMG ships with a large number of reusable widget types that you can drag and drop into your Preview Area.
Of course, you can also create your own widgets and add them to the library.
#17: You can preview your user interface within your game at any time in the Level Editor.
Simply hit the Play In Editor button, and your game and its user interface will be simulated in the Editor’s view port.
#18: I have shown you how to build a user interface with UMG, but how do we add some actual behavior to it?
Unreal Engine uses a visual scripting system called Blueprints for a lot of scripting tasks.
UMG is tightly integrated with Blueprints as well and gives designers full control over their UI’s behavior.
It allows you to build interactive experiences without writing a single line of C++, C# or JavaScript.
#19: Here is an example of a simple Blueprint graph that is bound to the Click event of a button.
#20: We still have a lot of work to do to polish the workflow and make it fun.
One thing we are working on right now is support for Engine Materials in your UI.
On the right you can see a Material we built for a circular progress bar…
#22: UMG will also support arbitrary 2D transformation, such as rotation, translation, scale and shear.
You will also be able to arrange and layer your UI in 3D inside your game world.
That will bring us one step closer to the IronMan and Minority report style interfaces.
#23: Make sure to check out our extensive documentation on the internet!