Chris Murphy
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highlyspammable.bsky.social
Chris Murphy
@highlyspammable.bsky.social
Principal Technical Artist on the Developer Relations Team for Unreal Engine. Generally handle Australia, New Zealand and South East Asia with Epic Games but sometimes you'll find me elsewhere. Have a tendency to rant.
Last year a bunch of the Epic Games Technical Artists had a summit at HQ and we had the opportunity to take a 360 photo in the single most appropriate place you could take a 360 photo of Unreal Engine Technical Artists. Importing it into the editor as my default felt strangely wholesome.
May 13, 2025 at 7:07 AM
One of my favourite things to do when making a landscape is to run a Brush Stroke mask texture into a Height Lerp for the blend. This means that the blend will look like each layer is painted into the landscape instead of just linearly interpolated. Takes 30s and adds a lot to the scene! #UETips
February 12, 2025 at 1:06 AM
The PCG Pathfinding node lets you automatically clear foliage between locations. In this case I'm tracing a path between the front door and the nearest road and clearing any grass or debris between them! #UETips
February 11, 2025 at 5:33 AM
It's pretty common for folks to prototype spaces in Unreal using the default colour scheme and simply never change it. Often something more vibrant with stronger contrast is more helpful for readability and it takes about 30 seconds to tweak the colours for your style of game to help design. #UETips
February 10, 2025 at 1:11 AM
A new one: we have a cool sample up for PCG called the Cassini Sample. This is an accompanying sample to the excellent presentation from the recent Unreal Fest covering new features in 5.5 by @slinkyinvasion.bsky.social and @julienlheureux.bsky.social. Get it here: www.fab.com/listings/3f7...
December 16, 2024 at 10:30 PM
I remade an old portal style effect of mine in UE5. Nothing too fancy but it's leveraging collision queries to find portalable world objects and Sim Stages to dynamically paint the entry of the portals. Plus you can pass any number of things in. Any interest in a tutorial for this? #UETips
November 9, 2024 at 2:24 PM
If you're one of those people that uses Print String aggressively you should consider using the "Key" input. If you give a string a Key it won't spam the screen printing, it'll just keep the text there and update it when a new input comes in! #UETips
October 23, 2024 at 7:55 AM
There's a rad feature built into Unreal 5.4 and onwards that allows you to see any other actor with a matching property. Just activate the 'Property Color' Viewmode then Ctrl Click on a property and any actor with a matching property will be highlighted. Great for tracking down issues! #UETips
October 22, 2024 at 5:58 AM