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Tag: c++

Date:February 19, 2025Posted By:minimalefforttechCategory:UncategorizedTag:c++, plugin, python, unreal

Unreal Python Script Editor Plugin

A while back I wrote a Maya-style python script editor for Unreal, after a few requests to share it on the marketplace I’ve packaged it up and put it on FAB. Compiled for 4.27-5.5I’ve tested on Windows and mac but “should” work on linux, let me know if it doesn’t work on a specific platform…

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Date:November 18, 2021Posted By:minimalefforttechCategory:Development, UnrealTag:c++, Qt, slate

Qt to Slate Transition Guide

This is a casual guide for those who know Qt and C++ and are looking to get started writing custom Editor Plugins for UnrealEngine. Quick Disclaimer: I am not an Unreal developer and am still quite new to this myself, but given the lack of Slate training resources out there perhaps this guide will be…

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Date:August 6, 2021Posted By:minimalefforttechCategory:Development, Python, UnrealTag:c++, plugin, python, slate

Unreal Python – Custom Script Editor

It’s finally time for me to learn the python side of Unreal Engine, so naturally to get started I have to write a custom Python Script Editor…Honestly it baffles me that Epic haven’t added one, leaving developers with just a plain text command line input.I guess python isn’t particularly high on their priority lists. I’ll…

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Date:May 7, 2021Posted By:minimalefforttechCategory:Development, UnrealTag:animation, c++, drawing, slate, unreal

Unreal Animator – Part 5

Almost every animator I spoke to said “There is no timeline”There is, but on further investigation I discovered what they meant was:“I can’t tear off and re-dock the timeline” As a developer this didn’t make sense to me, why would you want to separate the timeline from the sequencer?So I watched them work and found…

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Date:May 1, 2021Posted By:minimalefforttechCategory:Development, UnrealTag:animation, c++, unreal

Unreal Animator – Part 4

A core tool for both Animators and Riggers is Constraints. Now Unreal does provide “Attachments” which essentially act as animatable re-parenting, as great as that is it is hard to set up and not very flexible. My first approach to this was to create an interface around the existing Attachment system, but I ran into…

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Date:April 26, 2021Posted By:minimalefforttechCategory:Development, UnrealTag:animation, c++, ControlRig, slate, unreal

Unreal Animator – Part 3

Moving on to a more complex tool, the Channel Box. As I primarily use Maya I have decided to more or less copy the structure there as a start, it can be refined later on depending on user experience. The ChannelBox is high up on my list because in Unreal there is a strong disconnect…

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Date:April 18, 2021Posted By:minimalefforttechCategory:Development, UnrealTag:animation, c++, ControlRig, slate, unreal

Unreal Animator – Part 2

Starting the Anim Toolkit off nice and simple with a ControlRig selector.This is implemented as a Slate Editor Plugin for convenience. I split my requirements into “Minimal” and “Production-Ready”. This allows me to know the minimum viable feature set for both my own testing and beta reviews as well as what is required for it…

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Date:April 16, 2021Posted By:minimalefforttechCategory:Development, UnrealTag:animation, c++, development, slate, unreal

Unreal Animator – part 1

This year I have started learning Unreal Engine on the side as a fun project. Something that really struck a cord with me is the new ControlRig animation system. To be honest, this opens some some amazing opportunities for VFX, but I can’t help but feel like it is more of an afterthought than full…

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