Automated Perforce Server Setup

Automated Perforce Server Setup

Everyone knows I’m a zealot of Source Control. My weapon of choice is Perforce. I even have a very popular set of tutorials regarding how to set up Perforce on Ubuntu using Digital Ocean.

The initial draft of the tutorial proved to be a little too technical for many people, so to reduce the barrier of entry to using Perforce, I created an automatic Perforce setup script that has gained quite a bit of traction. Once I did this, a large number of people started telling me they’ve adopted Perforce thanks to my guides.

I will keep fighting the good fight of getting people to use Source Control, whether Perforce or otherwise.

Rendered 360 Video With UE4

Rendered 360 Video With UE4

One day a friend of mind asked if there was a way to export a sequence of Cubemap Render Targets suitable for making a 360 degree video. After some experimentation, I ended up with a plugin that would allow exporting of any Unreal asset through Blueprint, including Cubemap Render Targets. Combine this export ability and some additional blueprint, I was able to create a 360 Panoramic Video on YouTube.

This ended up getting pretty popular and I gained a few clients because of it.

For more information, check out the GitHub repo for my ExportObjectPlugin.

Castrol EDGE USA Titanium Strong Virtual Drift

Castrol EDGE USA Titanium Strong Virtual Drift

Working with Master of Shapes for Castrol, I created the UE4 side of the Mustang to UE4 code used to drive input of a virtual car inside UE4 that would have its controls synced to a real world Mustang. I also was responsible for getting the Oculus Rift tracking working within a moving reference frame (a car) using an external 9DOF tracker.

There is nothing quite like driving a Mustang in Venice at night blind with vision replaced by an instance of UE4 running inside an Oculus Rift.

While the end result was ‘prettied up’ by Castrol Marketing, the underlying tech that allowed the driver to drive safely while blind is real. I know this because not only did I help create it, I drove with it.

You can view the end result of this work on Youtube.

UE4 to Spout Plugin

UE4 to Spout Plugin

A lot of people asked me if its possible to pipe the output of UE4 to another app. A lot of Video Jockeys wanted support for Spout from UE4, and one weekend I decided to give it a go to see if it was possible.

I ended up with a proof of concept which you can view on my YouTube.

I have since abandoned this project but there are a few continuing where I left off. Source code for this is available on my Github.

UE4 In-Game JIRA Feedback

UE4 In-Game JIRA Feedback

Early on in a UE4 project I felt that my pipeline for collecting feedback from testers was clunky and inconsistent. I came up with a proof of concept for a system that would allow players to send feedback in-game and have that feedback routed directly to a JIRA server for logging.

A video of this in-action is available on my YouTube.