Ghislain Girardot
ghislaingir.bsky.social
Ghislain Girardot
@ghislaingir.bsky.social
UE content creator, specialized in tech art. I don't share my opinion much.
Holidays side project. I'm trying to join the FFT ocean gang😅
I'm now at least somewhat more comfortable with various GPU programming paradigms and UE's RHI & CPP compute shader dispatchs, but I've so many questions still😅
January 2, 2026 at 10:48 PM
New video on my YT! 🥳

A 55-minute deep dive into God of War's dual-depth foliage interaction technique. ⬇️🧵
December 21, 2025 at 10:34 PM
Almost done with this. Hoping to be done with the breakdown video before holidays :)
December 17, 2025 at 12:10 AM
🥳 New video up on my YT!
I’m showing how I hack around the Character Movement Component in Unreal Engine to build custom movement modes—all in Blueprints.

It’s a bit old school, but it still works like a charm for simple games! 😊
December 14, 2025 at 9:37 PM
random thought of the day: Prince of Persia's SoT time rewind thingy in UE. How. Character animation specifically.
3, 2, 1, go🙃
December 13, 2025 at 1:45 AM
2019 God of War's Dual Depth implementation. I still have a few issues to solve 🤔
CPU Performance is 💩because Niagara's RigidMeshCollision interface lack a much needed rasterizing function, so I had to re-implement it from scratch in BPs for this proof of concept😅
December 8, 2025 at 12:23 AM
December 2, 2025 at 10:34 PM
Soo, I've been diving into CommonUI lately... is it just me, or is keyboard focus still a bit of a mess? 🙃 Epic's 'Introduction to Common UI' is great, but they couldn't demo a working keyboard focus. Lots of hacks out there that kinda work, but not quite. Anyone else feel this?
November 15, 2025 at 11:10 AM
🥳New 30-min video out!
I dive into different ways to rasterize dynamic effects (explosions, attacks, etc.) using Niagara, and show how to apply them to foliage & particles. Check it out!⬇️
November 11, 2025 at 12:42 AM
🥳 New Video Alert!
In this 15-min deep dive, I walk through an experimental scriptable tool I built that fetches textures in material light functions to paint light dynamically, all in-editor. Check it out! 🔥
November 7, 2025 at 12:54 AM
🥳 New video is out on my YT!

It’s a 1h20m deep dive into 𝗦𝗶𝗴𝗻𝗲𝗱 𝗗𝗶𝘀𝘁𝗮𝗻𝗰𝗲 𝗙𝗶𝗲𝗹𝗱𝘀.

I went a bit more in-depth than most UE tutorials out there — there’s a lot more to this topic than you might think! :D 🧵
October 31, 2025 at 1:12 AM
Reposted by Ghislain Girardot
We've been uploading a bunch of Unreal Fest talks to our Unreal Engine YouTube channel, such as this one from Tanglewood about taking the pain out of engine upgrades 👇

www.youtube.com/watch?v=vMEl...
Taking the Pain Out of Engine Upgrades | Unreal Fest Orlando 2025
YouTube video by Unreal Engine
www.youtube.com
October 14, 2025 at 9:40 AM
I'm very confused about the Render Heightmap node. It seems to be using two channels to store the integer and fractional part of the world height but I've no idea where the range come from. It doesn't seem to be normalized based on the landscape Z bounds.
October 2, 2025 at 3:08 PM
Hacky experiment. Tried to generate a distance field of an animated skeletal mesh using separable JFA. Performs well but I don't know how to make it signed/handle voxels inside the mesh 🫠
October 1, 2025 at 2:55 PM
Another sdf-related tool. Nothing too fancy, this one bakes a 2D distance field for actors containing spline component(s). Might come in handy for shorelines etc.
I'll do a breakdown of the scriptable tool BP in my upcoming video.
September 26, 2025 at 4:27 PM
Every time I try to generate a material via BP/Python, I hit dead ends😩. Was hoping to generate a volumetric material asset, but apparently, you can't connect anything to the Extinction material property...
Doing that in CPP isn't worth investing the time for my particular case.
September 26, 2025 at 2:43 PM
A small tool I built the last two days. I'm using Geometry Scripting + Python to generate SDFs from any geometry in the scene and visualize the result.

This is part of my next video dedicated to SDFs
September 25, 2025 at 10:22 PM
Character I prototyped last year. I had the idea for a small party game, but I could never quite find a healthy balance between personal and professional projects. My brain doesn’t let me do 50/50.
September 22, 2025 at 1:08 PM
What's the official statement on using distance fields in shaders? Afaik, they've been somewhat broken since 5.0. Workaround is to use a CVar to only use one low resolution cascade, I think, but it's far from ideal. Am I wrong? Any clues? Ty
September 14, 2025 at 1:00 PM
Decided to try Position-Based Fluids for a first go at realtime fluids. I think I got the algorithm wrong, I've got weird boundary behavior. Meh, I suck at maths, it's an infinite pain to go through academic papers :(
September 11, 2025 at 11:33 PM
TIL that NDC has a new method for querying particle data in BP :) The basic callback interface was severely limited. This looks much more powerful. Neat!
September 8, 2025 at 3:48 PM
Continuing with my Niagara/Grass experiments... Here, a regular grass clump mesh is instanced about 64 times and each card is injected into a buffer to be individually simulated. I still need to fix plenty of issues & write to velocity buffer to fix TAA artifacts but it's a start
September 1, 2025 at 11:47 PM
Core C-Side is my last golden berry, I swear. Golden B Sides and Farewell are on a whole other level, I want to keep what's left of my sanity. Still, fairly happy with my progression :shrug:
August 28, 2025 at 11:17 PM
🥳🎥 New YouTube video just dropped!

A quick 20-min dive into the basics of Niagara’s Dynamic Mesh interface + a breakdown of a more advanced (but flawed/experimental) use case.

Link ⬇️
#UnrealEngine #Niagara #VFX
August 26, 2025 at 11:05 PM
Alright, I'm done with my deep dive into Niagara's Dynamic Mesh interface. LOTS can be done with it.

Frustrum culling is aggressive here for demonstration purposes.

Overhead seems to be high: 1.3ms for generating this :( I'm sure my code isn't as optimized as could be tho.
August 22, 2025 at 10:46 PM