Milton's Blog

My thoughts, knowledge, and rants on game development
  • CommonUI Demystified: Focus, Input Routing, and Activatable Widgets

    We all heard that CommonUI will help you make User Interfaces that are easy to control and navigate with a gamepad, but what is it really doing? and, more importantly, why is it not doing what you think it should be doing?

  • Coloring Outside the Lines (in Unreal Engine UMG Shaders)

    Stop me if you've heard this one before: your UI artist asks, 'Hey, can we add stroke, glow, or shadow in the engine, right?' All of a sudden your head starts racing; you know you only have 2px padding on the edge of the PNG! How are you gonna make it without destroying your layout?

  • How to develop an update without breaking production

    Have you ever found yourself in the need of hiding a feature with some boolean flags because these features are not for this delivery / patch? Or even worse, you broke a build because you left a half-baked feature for the next delivery in the current one?

  • What can we learn (and steal) from Unreal Engine GameplayTags

    If you ever worked long enough with Unreal Engine, you should've come across _Gameplay Tags_. I don't mean the Name tags that Unreal uses (although those are pretty cool too) but the Damage.Elemental.Fire kinda thingy.

  • Unity WebGL compression done right

    If you ever exported and tried to publish a WebGL game made with Unity, you were probably bombarded with really confusing settings and some esoteric configurations in your server. Let's explore how stuff really should be done