5.1 being live and a notice about 5.0

As of today UE5.1 is available and live and I can officially say good bye to 5.0.

Due to the unprecedented instability of 5.0 I have made the choice to not support it going forward and instead support 4.27-Locked and 5.1 as the two engine versions that I port fixes and features between.

I will leave the 5.0 locked branch up for the few that were using it besides its issues so that they can migrate to the better 5.1 ASAP (please migrate).

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4.26.1 and why hotfixes matter

As of 4.26.1 the engine finally has resolved the majority of the Instanced UObject bugs.

This means that grip scripts are finally about as stable as I wanted them to be with far less (or no) workflow issues.

This is actually a very significant fix to come down in a hotfix and not in a primary engine release.

While there are other issues with 4.26 and you may not want to upgrade at this time, it certainly brings the future releases of the engine into a better light going forward.

It also fixed inclusive nativization of the example templates BPs.

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New website section

I added a new website section today of code snippets and examples that I make for people when asked how to do various things.

I have lost the majority of these examples over time and there was no easy way for people to look them up or know that they exist. So starting now I will upload them as I make them for browing by the general user base.

The section is a little light on content at launch since I did lose many examples over time, but it will expand as new things are needed.

Check it out, you may find something useful to you:


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Github Migration

As Bitbucket is sunsetting Mercurial support, I no longer have any excuse to not convert and migrate my plugins to Git / GitHub.

Now that 4.25.1 is out and baselined and the plugin is stable in it, I am going to run that migration now while I have the time.

Future patches to the 4.25 version will then come in to the Github page and I will remove links to the bitbucket repo.

Expect new commits to be sparse during this period as I want to clean up some old branches and files from the template repository.

Duration will be more than two days, likely less than a week.

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Just wanted to give people a heads up, one of the major reasons why I wanted 4.23 to be mostly a stability version at the beginning of it is because I am moving to a new house over the next couple of months and the house is going to be a lot of repair work prior to moving in.
I am a construction CAD drafter so it doesn’t make much sense for me to not do most of the work myself and it will eat up a lot of my free time.
I will be pausing the patreon for at the very least this month (benefits are still active it just won’t charge anyone) and possibly the next as well depending on how much of my time is taken up in that month.
I will still be around and working on the plugin, fixing bugs, and answering questions, I just won’t have a high priority on new features during this time.
In other news, 4.23 is going to be a great engine release for VR in general, not just the plugin. I hope many of you migrate to it over 4.21 assuming it launches in a stable state. We see some relevant bug fixes, physics stability changes, and the burgeoning OpenXR plugin having massive work done to it.
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Valve Index, Extending Your Fun

I got the Valve Index on Thursday, aside from some driver issues the main difficulty that I ran into is that their Display Port cord is near the upper limit of length to run at full 4k 60htz.

This likely is causing some of the sparkle and connection issues that people have been running into.

There are several active DP cables available for lengths from 50′-100′ and some fiber conversion cables as well (with more cost). I ended up trying out a DP repeater instead however and a 10′ DP 1.4 cable for the initial card to repeater connection and they work wonderfully.

Figured I would shout out the one I found and am currently using in case it helps anyone else out: https://www.amazon.com/gp/product/B01IE3IAIS 

The manufacturer claims a 500 picosecond latency.

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OpenVR Input Updated!

OpenVR Module has been updated with support for mapping hand animations to full body IK.

Updated the OpenVRInput module to both be cleaner and be more useful.

Tutorial video for it is here:

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Site created!

Welcome to the new hub for my UE4 plugins. This should be a little easier to navigate than just a forum post.

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