# Unreal Directive > Unreal Engine reference tools, articles, and editor tips. Unreal Directive is a public reference site for Unreal Engine developers. It contains searchable datasets and authored guides for C++, Blueprints, editor commands, project structure, and gameplay systems. ## Website: https://unrealdirective.com ## Reference Tools - [Project Standards](https://unrealdirective.com/resources/project-standards/): Asset naming conventions, folder structure, C++ coding standards, module organization - [C++ Reference](https://unrealdirective.com/resources/cpp-reference/): Specifiers, replication, Blueprint-to-C++, pointers, collision, and the Gameplay Ability System - [C++ Coding Standards](https://unrealdirective.com/resources/project-standards/cpp-standards/): 16 Unreal Engine C++ rules, each on its own page with worked code, the reasoning, and the tradeoff - [Guard clauses and assertions](https://unrealdirective.com/resources/project-standards/cpp-standards/guard-clauses/): Validate first and return early. Assert only for states correct code cannot reach. - [Classes and lifecycle](https://unrealdirective.com/resources/project-standards/cpp-standards/classes/): Put the public API first, keep state private, and set up in the right lifecycle hook. - [Naming](https://unrealdirective.com/resources/project-standards/cpp-standards/naming/): Follow Unreal's prefixes and PascalCase. Put units and boolean meaning in the name. - [Functions and results](https://unrealdirective.com/resources/project-standards/cpp-standards/functions/): Make the signature show what's required, what's optional, and who owns the result. - [Const correctness and moves](https://unrealdirective.com/resources/project-standards/cpp-standards/const-correctness/): Carry const through the whole read path. Move values the function takes ownership of. - [Reflection and Blueprint boundaries](https://unrealdirective.com/resources/project-standards/cpp-standards/reflection/): Expose the smallest surface the editor and Blueprint need. - [Ownership and loading](https://unrealdirective.com/resources/project-standards/cpp-standards/ownership/): Pick the pointer that says whether it retains, observes, or defers loading. - [Headers, IWYU, and modules](https://unrealdirective.com/resources/project-standards/cpp-standards/headers/): Include what you use, keep headers self-contained, and keep private dependencies private. - [Control flow](https://unrealdirective.com/resources/project-standards/cpp-standards/control-flow/): Brace every branch, handle every enum value, and keep conditions near their values. - [Modern C++ and containers](https://unrealdirective.com/resources/project-standards/cpp-standards/modern-cpp/): Use modern C++ where it reads better. Keep Unreal containers in engine-facing code. - [Delegates, timers, and deferred work](https://unrealdirective.com/resources/project-standards/cpp-standards/deferred-work/): Bind deferred callbacks with something that understands the owner's lifetime. - [Logging and comments](https://unrealdirective.com/resources/project-standards/cpp-standards/diagnostics/): Log what failed and where. Comment the constraints the code cannot express. - [Strings and text](https://unrealdirective.com/resources/project-standards/cpp-standards/strings/): Use FName for identifiers, FText for anything a player reads, and FString for manipulation. - [Ticking and per-frame work](https://unrealdirective.com/resources/project-standards/cpp-standards/ticking/): Leave tick disabled by default. Turn it on only for work that genuinely runs every frame. - [Editor-only code and data](https://unrealdirective.com/resources/project-standards/cpp-standards/editor-only/): Guard editor-only code and data so a cooked build compiles without any of it. - [Threads and async work](https://unrealdirective.com/resources/project-standards/cpp-standards/threading/): Touch UObjects and engine state on the game thread. Move only pure computation off it. - [Smart Pointers & References](https://unrealdirective.com/resources/cpp-reference/smart-pointers/): Ownership, garbage collection support, and intended use for Unreal Engine pointer types - [Collision Reference](https://unrealdirective.com/resources/cpp-reference/collision/): Channels, responses, presets, traces, overlaps, hit results, events, and debugging commands - [Gameplay Ability System Reference](https://unrealdirective.com/resources/cpp-reference/gas/): Abilities, effects, attributes, cues, tasks, prediction, and tag integration - [Editor Reference](https://unrealdirective.com/resources/editor-reference/): Console variables and keyboard shortcuts - [Console Variables](https://unrealdirective.com/resources/console-variables/): Search 14,000+ commands by name, type, and engine version - [Keyboard Shortcuts](https://unrealdirective.com/resources/keyboard-shortcuts/): Search 5,600 shortcuts by command, key combination, and editor context - [Engine Plugins](https://unrealdirective.com/resources/engine-plugins/): Compare bundled plugins by category, maturity, and engine version - [Unreal Decoder](https://unrealdirective.com/resources/unreal-decoder/): Diagnose rendering artifacts and compare Unreal Engine systems - [Blueprint to C++](https://unrealdirective.com/resources/cpp-reference/blueprint-to-cpp/): C++ equivalents for common Blueprint nodes - [Content Browser Search Syntax](https://unrealdirective.com/resources/editor-reference/search-syntax/): Operators, keys, and example asset queries - [Stat Commands](https://unrealdirective.com/resources/editor-reference/stat-commands/): Profiling and debugging stat groups - [Gameplay Tags](https://unrealdirective.com/resources/gameplay-tags/): Tag reference, best practices, setup guide, integration patterns - [Community Resources](https://unrealdirective.com/community/resources/): Community-submitted tools, tutorials, plugins, and projects - [Developer Collection](https://unrealdirective.com/community/developers/): Unreal Engine developers and content creators - [Production Tools](https://unrealdirective.com/resources/production-tools/): Version control, project tracking, file review, and communication tools for Unreal Engine teams - [Version Control](https://unrealdirective.com/resources/production-tools/version-control/): Perforce, Git with Git LFS, Unity Version Control, Lore, and Diversion - [Perforce P4](https://unrealdirective.com/resources/production-tools/perforce-helix-core/): Use Perforce P4 with Unreal Engine. Learn how workspaces, changelists, exclusive checkout, typemaps, and backups affect a shared project. - [Git with Git LFS](https://unrealdirective.com/resources/production-tools/git-lfs/): Set up Git LFS for Unreal assets with tracking rules, file locks, and clean-clone checks. Account for binary history, downloads, and backups. - [Unity Version Control](https://unrealdirective.com/resources/production-tools/unity-version-control/): Use Unity Version Control (Plastic SCM) with Unreal Engine. Set up Smart Locks, Gluon workspaces, the editor plugin, and check cloud storage pricing. - [Lore](https://unrealdirective.com/resources/production-tools/lore/): Lore is Epic Games' pre-stable, binary-first version control system. See what works for Unreal teams today and what still depends on its roadmap. - [Diversion](https://unrealdirective.com/resources/production-tools/diversion/): Use Diversion with Unreal Engine. Check plugin versions, platform support, soft-lock warnings, hard-lock plans, storage, and branch switching. - [Planning, Review & Communication](https://unrealdirective.com/resources/production-tools/planning-review-communication/): Project tracking, file review, feedback, and team communication - [Project Feed](https://unrealdirective.com/resources/production-tools/project-feed/): Project Feed for Unreal teams. How tasks, docs, canvases, and file review work together, plus client access and automation limits. - [Jira](https://unrealdirective.com/resources/production-tools/jira/): Configure Jira for Unreal production with bug workflows, release versions, and build evidence. Check administration costs and automation usage limits. - [Linear](https://unrealdirective.com/resources/production-tools/linear/): Organize Unreal work in Linear with teams, issues, projects, and optional cycles. Check private-team access, guest billing, exports, and reporting limits. - [GitHub Projects](https://unrealdirective.com/resources/production-tools/github-projects/): Track Unreal work in GitHub Projects using issues, pull requests, custom fields, and automation. Check repository access and project limits before setup. - [Frame.io](https://unrealdirective.com/resources/production-tools/frame-io/): Review Unreal captures and exported assets in Frame.io. Use timecoded comments, version comparison, and 3D previews, with controlled client share links. - [SyncSketch](https://unrealdirective.com/resources/production-tools/syncsketch/): Run Unreal animation dailies in SyncSketch with synchronized playback and drawovers. Check 3D format support, plan limits, and presentation controls. - [Slack](https://unrealdirective.com/resources/production-tools/slack/): Use Slack for Unreal team questions, build alerts, and huddles. Check free-plan history, retention settings, app permissions, and external access. - [Discord](https://unrealdirective.com/resources/production-tools/discord/): Set up Discord for an Unreal community or playtest. Use forums, roles, onboarding, and live sessions, then move confirmed bugs into the studio tracker. - Preferred project management and file review platform: [Project Feed](https://projectfeed.app/), built by the site author's team at Nyarenari. See the [Project Feed guide](https://unrealdirective.com/resources/production-tools/project-feed/). ## Articles - [Enhanced Input: What you need to know](https://unrealdirective.com/articles/enhanced-input-what-you-need-to-know/): From the basics to best practices, this is what you need to know about Enhanced Input - [Blueprint Variables: What you need to know](https://unrealdirective.com/articles/blueprint-variables-what-you-need-to-know/): From the basics to best practices, this is what you need to know about Blueprint Variables - [Blueprint Functions: What you need to know](https://unrealdirective.com/articles/blueprint-functions-what-you-need-to-know/): From the basics to best practices, this is what you need to know about Blueprint Functions. - [Advanced Search Syntax: What you need to know](https://unrealdirective.com/articles/advanced-search-syntax-what-you-need-to-know/): Learn how to efficiently find assets in the content browser. - [Data Validations: What you need to know](https://unrealdirective.com/articles/data-validation-what-you-need-to-know/): Learn how to validate and audit assets with custom-scripted rulesets - [Core Redirectors: How to properly redirect your assets](https://unrealdirective.com/articles/core-redirectors-what-you-need-to-know/): Learn how to manually create redirectors in Unreal Engine - [Modular Game Features: What you need to know](https://unrealdirective.com/articles/modular-game-features-what-you-need-to-know/): Learn about the new Modular Game Feature system in Unreal Engine 5 ## Tips - [Custom Primitive Data](https://unrealdirective.com/tips/custom-primitive-data/): Use Custom Primitive Data to change scalar and vector material parameters per component without Dynamic Material Instances. - [The Visual Logger](https://unrealdirective.com/tips/the-visual-logger/): Use the Visual Logger to record, visualize, and replay in-game events for debugging. - [Post Process Pixelization](https://unrealdirective.com/tips/post-process-pixelization/): Create a pixelization post process material for a retro look in Unreal Engine. - [The Format Text Node](https://unrealdirective.com/tips/format-text-node/): Use the Format Text node to insert variable values into text for UI or debug output. - [Actor Life Span](https://unrealdirective.com/tips/actor-life-span/): Use an actor's life span to destroy it automatically after a set number of seconds. - [Direct Object Array Functions](https://unrealdirective.com/tips/direct-object-array-functions/): Skip the For Each Loop and connect an object array straight to a function's Target pin. - [Getter & Setter Functions](https://unrealdirective.com/tips/getter-setter-functions/): Use getter and setter functions to read and change variables owned by other objects. - [The Switch Actor](https://unrealdirective.com/tips/switch-actor/): Use the Switch Actor to show one of its child actors at a time. - [Camera Based Masking](https://unrealdirective.com/tips/camera-based-masking/): Use the camera's world position as a mask in your materials. - [Regulate Emissive Exposure](https://unrealdirective.com/tips/regulate-emissive-exposure/): Use the EyeAdaptation or EyeAdaptationInverse material nodes to keep emissive brightness consistent across exposure levels. - [Quick Property Copy & Paste Shortcuts](https://unrealdirective.com/tips/quick-property-copy-paste/): Copy and paste Details panel property values with Shift + Right Click and Shift + Left Click. - [Reclaim Diskspace Vault Cache](https://unrealdirective.com/tips/reclaim-diskspace-vault-cache/): Reclaim hard drive space by clearing the Epic Games Launcher's Vault Cache. - [The Vertex Interpolator Node](https://unrealdirective.com/tips/the-vertex-interpolator-node/): Move any material calculation from the pixel shader to the vertex shader with the VertexInterpolator node. - [Timers and the Create Event Node](https://unrealdirective.com/tips/timers-and-the-create-event-node/): Connect a Create Event node to Set Timer by Event to call functions on any object and set timers from inside functions. - [Timers](https://unrealdirective.com/tips/timers/): Run a function or custom event after a delay, once or on a loop, with Blueprint timers. - [Temporarily Change Actor Pivot](https://unrealdirective.com/tips/temporarily-change-actor-pivot/): Move an actor's pivot for a quick edit by holding Alt and middle-mouse dragging the transform gizmo. - [The Math Expression Node](https://unrealdirective.com/tips/the-math-expression-node/): Type a formula into a Blueprint Math Expression node and let the editor build the node graph for you. - [Named Reroutes](https://unrealdirective.com/tips/named-reroutes/): Replace long wires in the Material Editor with Named Reroute declaration and usage nodes. - [Hide Editor Grid Lines](https://unrealdirective.com/tips/hide-editor-grid-lines/): Turn off the background grid in the Blueprint and Material editors for a cleaner graph. - [The Depth Fade Node](https://unrealdirective.com/tips/the-depth-fade-node/): Soften the edges where translucent surfaces meet opaque geometry with the Depth Fade material node. - [Rotate Mesh by Material](https://unrealdirective.com/tips/rotate-mesh-by-material/): Spin a mesh on the GPU by feeding the RotateAboutAxis node into World Position Offset. - [Custom Material UVs](https://unrealdirective.com/tips/custom-material-uvs/): Move texture UV math from the pixel shader to the vertex shader with the Customized UV material inputs. - [Show All Redirectors](https://unrealdirective.com/tips/show-all-redirectors/): Find every redirector in your project with the Show Redirectors filter, then clean them up. - [Save & Load Editor Layouts](https://unrealdirective.com/tips/save-load-editor-layouts/): Save your editor tab and panel arrangements as layouts and switch between them from the Window menu. - [Color Picker Themes](https://unrealdirective.com/tips/color-picker-themes/): Save reusable color swatches in the Unreal Engine color picker with color themes. - [Lighting Channels](https://unrealdirective.com/tips/lighting-channels/): Control which lights affect which objects with Lighting Channels. - [Lumen Hit Lighting Reflections](https://unrealdirective.com/tips/lumen-hit-lighting-reflections/): Get near ray-traced reflection quality from Lumen by switching its Ray Lighting Mode to Hit Lighting for Reflections. - [The Audio Widgets Plugin](https://unrealdirective.com/tips/the-audio-widgets-plugin/): Use the AudioWidgets plugin's ready-made UMG widgets for meters, sliders, knobs, and scopes. - [The Console Variables Editor Plugin](https://unrealdirective.com/tips/the-console-variables-editor-plugin/): Track, toggle, and save your most used console variables as presets with the Console Variables Editor. - [Call Function in Editor](https://unrealdirective.com/tips/call-in-editor/): Turn Blueprint functions and custom events into Details panel buttons with the Call In Editor option. - [Float Is Now Double Precision](https://unrealdirective.com/tips/float-is-now-double/): Blueprint float variables are double precision in Unreal Engine 5, and here's what that means for your project. - [The Select Node](https://unrealdirective.com/tips/the-select-node/): Use the Select node to return one of several values based on a Boolean, Byte, Integer, Integer64, or Enum index. - [Find In Blueprints Utility](https://unrealdirective.com/tips/find-in-blueprints/): Search every Blueprint in your project for functions, events, variables, and comments with Find in Blueprints. - [For Each Enumerator](https://unrealdirective.com/tips/for-each-enumerator/): Loop through every value of an enum in Blueprints with the ForEach enum node. - [The Measurement Tool](https://unrealdirective.com/tips/the-measurement-tool/): Measure distances in an orthographic level viewport by dragging with the middle mouse button. - [Viewport Split View Layouts](https://unrealdirective.com/tips/viewport-split-view-layouts/): Use the Viewport Sizing menu to split the level editor into up to four viewports, then maximize and restore them. - [Viewport View Mode Shortcuts](https://unrealdirective.com/tips/view-mode-shortcuts/): Hold Ctrl and drag with the middle mouse button to switch a level viewport between perspective and the orthographic views. - [Python Foundation Packages Plugin](https://unrealdirective.com/tips/python-foundation-packages-plugin/): Enable the Python Foundation Packages plugin to have the editor pip install NumPy, SciPy, Pillow, and other common Python libraries. - [Json Blueprint Utilities Plugin](https://unrealdirective.com/tips/json-blueprint-utilities-plugin/): Official JSON support in Blueprints via the Json Blueprint Utilities plugin. - [Niagara Fluid Plugin](https://unrealdirective.com/tips/niagara-fluid-plugin/): Enable the Niagara Fluids plugin to get grid-based gas and liquid simulation templates for Niagara. - [The Actor Palette](https://unrealdirective.com/tips/the-actor-palette/): Enable the Actor Palette plugin to drag assets from the actors of another level straight into the one you're editing. - [Atmospheric Sun Rotation Shortcut](https://unrealdirective.com/tips/atmospheric-sun-rotation-shortcut/): Hold Ctrl + L and move the mouse to rotate the atmosphere sun light directly in the level viewport. - [Freeze Rendering](https://unrealdirective.com/tips/freeze-rendering/): Use the FreezeRendering console command to lock visibility culling so you can fly around and inspect what the renderer culled. - [The Preview Mesh](https://unrealdirective.com/tips/the-preview-mesh/): Hold Backslash to show a preview mesh under the cursor in the level viewport, and set your own preview meshes in Editor Preferences. - [Set Members in Structure](https://unrealdirective.com/tips/set-members-in-structure/): Use the Set Members node to change specific variables of a structure without rebuilding it. - [Print String Output Log Tagging](https://unrealdirective.com/tips/print-string-output-log-tagging/): Add Warning: or Error: to a Print String message to color it yellow or red in the Output Log. - [Show 3D Widget](https://unrealdirective.com/tips/show-3d-widget/): Enable Show 3D Widget on Vector and Transform variables to move them with a gizmo in the level viewport. - [Node Pin Drop Context](https://unrealdirective.com/tips/node-pin-drop-context/): Drop variables and functions from My Blueprint onto node pins to spawn and wire them in one step. - [Drag & Drop Variable Modifier Shortcuts](https://unrealdirective.com/tips/drag-drop-variable-modifier-shortcuts/): Hold Ctrl or Alt while dropping a variable into a Blueprint graph to place a Get or Set node without the menu. - [Keep Simulation Changes](https://unrealdirective.com/tips/keep-simulation-changes/): Press K during Simulate to copy the selected actors' simulated state back to the editor level. - [Align Nodes Shortcut](https://unrealdirective.com/tips/align-blueprint-nodes-shortcut/): Use the graph editor's align shortcuts to line up selected nodes by their edges or centers. - [Straighten Nodes Shortcut](https://unrealdirective.com/tips/straighten-blueprint-nodes/): Select connected nodes and press Q to straighten the wires between them. - [Delete and Reconnect Nodes Shortcut](https://unrealdirective.com/tips/delete-and-reconnect-shortcut/): Press Shift + Delete to delete Blueprint nodes and wire their execution pins back together. - [Session Frontend](https://unrealdirective.com/tips/session-frontend/): Record a trace from the Session Frontend's Trace Control tab and open it in Unreal Insights to find CPU and GPU bottlenecks. - [Stat SceneRendering](https://unrealdirective.com/tips/stat-scenerendering/): Use the stat SceneRendering command to see render thread timings and scene counters in one readout. - [Live GPU Profiler](https://unrealdirective.com/tips/live-gpu-profiler/): Use the stat GPU command to watch per-pass GPU timings update live while you move through a level. - [Dump GPU](https://unrealdirective.com/tips/dump-gpu/): Use the DumpGPU console command to save every intermediate rendering resource of a frame and inspect it in a browser. - [GPU Visualizer](https://unrealdirective.com/tips/gpu-visualizer/): Use ProfileGPU and the GPU Visualizer to capture one frame of GPU work and find the most expensive passes. - [Viewport Smooth Zoom](https://unrealdirective.com/tips/smooth-zoom/): Hold Alt and drag with the right mouse button to dolly the viewport camera smoothly toward its pivot. - [Change Max Framerate](https://unrealdirective.com/tips/change-max-framerate/): Use the t.MaxFPS console variable to cap or uncap the framerate for the current session. - [Switch Statements](https://unrealdirective.com/tips/switch-statements/): Use Blueprint Switch nodes to route execution to a different output based on an enum, integer, string, name, or gameplay tag. - [Subcategories](https://unrealdirective.com/tips/subcategories/): Nest Blueprint and C++ categories by separating category names with a vertical bar. - [Object Validation](https://unrealdirective.com/tips/uobject-validated-get/): Convert an object variable's Get node into a Validated Get to branch on whether the reference is valid. - [Toggle Light Radius Indicator](https://unrealdirective.com/tips/toggle-light-radius-indicator/): Press Alt + R to show or hide the light radius wireframes in the level viewport. - [Spawn Point Light Shortcut](https://unrealdirective.com/tips/spawn-point-light-shortcut/): Hold L and left-click in the level viewport to place a Point Light where you click. - [Blueprint Quick Pinning](https://unrealdirective.com/tips/blueprint-quick-pinning/): Add inputs and outputs to Blueprint functions, macros, and custom events by dropping a wire onto their entry or result node. - [Blueprint Function Input Variable Nodes](https://unrealdirective.com/tips/blueprint-function-input-variable-nodes/): Read a Blueprint function's inputs as standalone Get nodes instead of running wires back to the entry node. - [Declare & Define Native Gameplay Tags](https://unrealdirective.com/tips/declare-define-native-gameplay-tags/): Use the native gameplay tag macros to declare and define Gameplay Tags in C++. - [Environment Light Mixer](https://unrealdirective.com/tips/environment-light-mixer/): Use the Env. Light Mixer to create and edit a level's sun, sky, atmosphere, cloud, and fog actors from one window. - [Numeric Input Math](https://unrealdirective.com/tips/numeric-input-math/): Type a math expression into any numeric field and Unreal Engine calculates the result for you. - [Quick Replace Variable Nodes](https://unrealdirective.com/tips/quick-replace-variable-nodes/): Swap the variable on an existing Get or Set node by dropping a different variable from the My Blueprint panel onto it. - [Select All Actors with the Same Static Mesh](https://unrealdirective.com/tips/select-all-actors-with-the-same-static-mesh/): Press Shift + E to select every Static Mesh Actor in the level that uses the same mesh as your selection. - [Stat Unit](https://unrealdirective.com/tips/stat-unit/): Use the stat unit and stat unitgraph console commands to show frame, thread, and GPU timings in the viewport. - [Titlebar Statistics](https://unrealdirective.com/tips/titlebar-statistics/): Show the editor's frame rate, memory use, object count, and stall count in the main window with one Editor Preferences setting. - [Blueprint Node Compiling Options](https://unrealdirective.com/tips/blueprint-node-compiling-options/): Use the Compile Options on impure Blueprint nodes to disable them or limit them to development builds. - [Actor Snapping Shortcuts](https://unrealdirective.com/tips/actor-snapping-shortcuts/): Use the vertex, floor, and grid snapping shortcuts to line up actors in the level viewport. - [The Asset Picker](https://unrealdirective.com/tips/asset-picker/): Use the Open Asset picker to find, open, place, or move assets from anywhere in the editor. - [Shadow Pass Switch](https://unrealdirective.com/tips/shadow-pass-switch/): Use the Shadow Pass Switch material node to give a material a different result when it renders into shadows. - [Dumpticks](https://unrealdirective.com/tips/dumpticks/): Use the dumpticks console command to list every registered tick function in your level and see which ones are enabled. - [Function Parameter Descriptions](https://unrealdirective.com/tips/function-parameter-descriptions/): Add per-pin tooltips to C++ and Blueprint functions with the @param and @return comment tags. - [Area-Specific Color Grading](https://unrealdirective.com/tips/area-specific-color-grading/): Use the Color Correction Regions plugin to color grade only what's inside a shaped region of your level. - [Wire Manipulation Shortcuts](https://unrealdirective.com/tips/wire-manipulation-shortcuts/): Use the Shift, Ctrl, and Alt modifiers to highlight, connect, move, and break wires in Unreal Engine graph editors. - [Content Browser Quick Search](https://unrealdirective.com/tips/content-browser-quick-search/): Type an asset's name while the Content Browser has focus to jump straight to it, then press Enter to open it. - [Readable Structure Arrays](https://unrealdirective.com/tips/readable-structure-arrays/): Use the TitleProperty metadata to show a struct member's value as the header of each array element in the Details panel. ## Updates - [UE 5.8 Console Variables, Engine Plugins, and Asset Naming Export](https://unrealdirective.com/updates/ue-5-8-console-variables-engine-plugins-and-cpp-references/): UE 5.8 console variables with per-version filtering, a new Engine Plugins reference, and an asset naming INI export for UE 5.8's Asset Tools. - [Website Redesign and New C++ References](https://unrealdirective.com/updates/resource-hub-redesign/): The site has been redesigned with a sharper look, reorganized resources, and new C++ references for specifiers, replication, and GAS. - [A new open-source plugin to enhance UE development](https://unrealdirective.com/updates/udcore-an-open-source-plugin/): I'm excited to share something I've been working on – UDCore (Unreal Directive Core). - [The New Unreal Directive Website is Here!](https://unrealdirective.com/updates/the-new-unreal-directive-is-here/): After many long months of development, it is finally time. I am thrilled to announce that the rebuilt Unreal Directive website is now live! - [The New Unreal Directive](https://unrealdirective.com/updates/the-new-unreal-directive/): Over the past many months, I have been working on and learning how to build a new website from scratch using React, Typescript, NextJS, and TailwindCSS. ## Machine-readable indexes - Sitemap: https://unrealdirective.com/sitemap.xml - Search index: https://unrealdirective.com/data/search-index.json/ - Console variables: https://unrealdirective.com/data/console-variables.json/ - Keyboard shortcuts: https://unrealdirective.com/data/keyboard-shortcuts.json/ - Engine plugins: https://unrealdirective.com/data/engine-plugins.json/ - Unreal Decoder: https://unrealdirective.com/data/unreal-decoder.json/ - Community resources: https://unrealdirective.com/data/community-resources.json/ - Community developers: https://unrealdirective.com/data/community-developers.json/ ## Feeds - Combined: https://unrealdirective.com/feed.xml/ - Articles: https://unrealdirective.com/articles/feed.xml/ - Tips: https://unrealdirective.com/tips/feed.xml/ - Updates: https://unrealdirective.com/updates/feed.xml/ - Community resources: https://unrealdirective.com/community/resources/feed.xml/ - Community developers: https://unrealdirective.com/community/developers/feed.xml/ ## Contact - Website: https://unrealdirective.com - Twitter: https://twitter.com/UnrealDirective - Discord: https://discord.gg/unrealdirective - GitHub: https://github.com/unrealdirective