# Unreal Directive > Unreal Engine reference tools, articles, and editor tips. Unreal Directive is a public reference site for Unreal Engine developers. It contains searchable datasets and authored guides for C++, Blueprints, editor commands, project structure, and gameplay systems. ## Website: https://unrealdirective.com ## Reference Tools - [Project Standards](https://unrealdirective.com/resources/project-standards/): Asset naming conventions, folder structure, C++ coding standards, module organization - [C++ Reference](https://unrealdirective.com/resources/cpp-reference/): Specifiers, replication, Blueprint-to-C++, pointers, collision, and the Gameplay Ability System - [C++ Coding Standards](https://unrealdirective.com/resources/project-standards/cpp-standards/): 16 Unreal Engine C++ rules, each on its own page with worked code, the reasoning, and the tradeoff - [Guard clauses and assertions](https://unrealdirective.com/resources/project-standards/cpp-standards/guard-clauses/): Validate first and return early. Assert only for states correct code cannot reach. - [Classes and lifecycle](https://unrealdirective.com/resources/project-standards/cpp-standards/classes/): Put the public API first, keep state private, and set up in the right lifecycle hook. - [Naming](https://unrealdirective.com/resources/project-standards/cpp-standards/naming/): Follow Unreal's prefixes and PascalCase. Put units and boolean meaning in the name. - [Functions and results](https://unrealdirective.com/resources/project-standards/cpp-standards/functions/): Make the signature show what's required, what's optional, and who owns the result. - [Const correctness and moves](https://unrealdirective.com/resources/project-standards/cpp-standards/const-correctness/): Carry const through the whole read path. Move values the function takes ownership of. - [Reflection and Blueprint boundaries](https://unrealdirective.com/resources/project-standards/cpp-standards/reflection/): Expose the smallest surface the editor and Blueprint need. - [Ownership and loading](https://unrealdirective.com/resources/project-standards/cpp-standards/ownership/): Pick the pointer that says whether it retains, observes, or defers loading. - [Headers, IWYU, and modules](https://unrealdirective.com/resources/project-standards/cpp-standards/headers/): Include what you use, keep headers self-contained, and keep private dependencies private. - [Control flow](https://unrealdirective.com/resources/project-standards/cpp-standards/control-flow/): Brace every branch, handle every enum value, and keep conditions near their values. - [Modern C++ and containers](https://unrealdirective.com/resources/project-standards/cpp-standards/modern-cpp/): Use modern C++ where it reads better. Keep Unreal containers in engine-facing code. - [Delegates, timers, and deferred work](https://unrealdirective.com/resources/project-standards/cpp-standards/deferred-work/): Bind deferred callbacks with something that understands the owner's lifetime. - [Logging and comments](https://unrealdirective.com/resources/project-standards/cpp-standards/diagnostics/): Log what failed and where. Comment the constraints the code cannot express. - [Strings and text](https://unrealdirective.com/resources/project-standards/cpp-standards/strings/): Use FName for identifiers, FText for anything a player reads, and FString for manipulation. - [Ticking and per-frame work](https://unrealdirective.com/resources/project-standards/cpp-standards/ticking/): Leave tick disabled by default. Turn it on only for work that genuinely runs every frame. - [Editor-only code and data](https://unrealdirective.com/resources/project-standards/cpp-standards/editor-only/): Guard editor-only code and data so a cooked build compiles without any of it. - [Threads and async work](https://unrealdirective.com/resources/project-standards/cpp-standards/threading/): Touch UObjects and engine state on the game thread. Move only pure computation off it. - [Smart Pointers & References](https://unrealdirective.com/resources/cpp-reference/smart-pointers/): Ownership, garbage collection support, and intended use for Unreal Engine pointer types - [Collision Reference](https://unrealdirective.com/resources/cpp-reference/collision/): Channels, responses, presets, traces, overlaps, hit results, events, and debugging commands - [Gameplay Ability System Reference](https://unrealdirective.com/resources/cpp-reference/gas/): Abilities, effects, attributes, cues, tasks, prediction, and tag integration - [Editor Reference](https://unrealdirective.com/resources/editor-reference/): Console variables and keyboard shortcuts - [Console Variables](https://unrealdirective.com/resources/console-variables/): Search 14,000+ commands by name, type, and engine version - [Keyboard Shortcuts](https://unrealdirective.com/resources/keyboard-shortcuts/): Search 5,600 shortcuts by command, key combination, and editor context - [Engine Plugins](https://unrealdirective.com/resources/engine-plugins/): Compare bundled plugins by category, maturity, and engine version - [Unreal Decoder](https://unrealdirective.com/resources/unreal-decoder/): Diagnose rendering artifacts and compare Unreal Engine systems - [Blueprint to C++](https://unrealdirective.com/resources/cpp-reference/blueprint-to-cpp/): C++ equivalents for common Blueprint nodes - [Content Browser Search Syntax](https://unrealdirective.com/resources/editor-reference/search-syntax/): Operators, keys, and example asset queries - [Stat Commands](https://unrealdirective.com/resources/editor-reference/stat-commands/): Profiling and debugging stat groups - [Gameplay Tags](https://unrealdirective.com/resources/gameplay-tags/): Tag reference, best practices, setup guide, integration patterns - [Community Resources](https://unrealdirective.com/community/resources/): Community-submitted tools, tutorials, plugins, and projects - [Developer Collection](https://unrealdirective.com/community/developers/): Unreal Engine developers and content creators - [Production Tools](https://unrealdirective.com/resources/production-tools/): Version control, project tracking, file review, and communication tools for Unreal Engine teams - [Version Control](https://unrealdirective.com/resources/production-tools/version-control/): Perforce, Git with Git LFS, Unity Version Control, Lore, and Diversion - [Perforce P4](https://unrealdirective.com/resources/production-tools/perforce-helix-core/): Use Perforce P4 with Unreal Engine. Learn how workspaces, changelists, exclusive checkout, typemaps, and backups affect a shared project. - [Git with Git LFS](https://unrealdirective.com/resources/production-tools/git-lfs/): Set up Git LFS for Unreal assets with tracking rules, file locks, and clean-clone checks. Account for binary history, downloads, and backups. - [Unity Version Control](https://unrealdirective.com/resources/production-tools/unity-version-control/): Use Unity Version Control (Plastic SCM) with Unreal Engine. Set up Smart Locks, Gluon workspaces, the editor plugin, and check cloud storage pricing. - [Lore](https://unrealdirective.com/resources/production-tools/lore/): Lore is Epic Games' pre-stable, binary-first version control system. See what works for Unreal teams today and what still depends on its roadmap. - [Diversion](https://unrealdirective.com/resources/production-tools/diversion/): Use Diversion with Unreal Engine. Check plugin versions, platform support, soft-lock warnings, hard-lock plans, storage, and branch switching. - [Planning, Review & Communication](https://unrealdirective.com/resources/production-tools/planning-review-communication/): Project tracking, file review, feedback, and team communication - [Project Feed](https://unrealdirective.com/resources/production-tools/project-feed/): Project Feed for Unreal teams. How tasks, docs, canvases, and file review work together, plus client access and automation limits. - [Jira](https://unrealdirective.com/resources/production-tools/jira/): Configure Jira for Unreal production with bug workflows, release versions, and build evidence. Check administration costs and automation usage limits. - [Linear](https://unrealdirective.com/resources/production-tools/linear/): Organize Unreal work in Linear with teams, issues, projects, and optional cycles. Check private-team access, guest billing, exports, and reporting limits. - [GitHub Projects](https://unrealdirective.com/resources/production-tools/github-projects/): Track Unreal work in GitHub Projects using issues, pull requests, custom fields, and automation. Check repository access and project limits before setup. - [Frame.io](https://unrealdirective.com/resources/production-tools/frame-io/): Review Unreal captures and exported assets in Frame.io. Use timecoded comments, version comparison, and 3D previews, with controlled client share links. - [SyncSketch](https://unrealdirective.com/resources/production-tools/syncsketch/): Run Unreal animation dailies in SyncSketch with synchronized playback and drawovers. Check 3D format support, plan limits, and presentation controls. - [Slack](https://unrealdirective.com/resources/production-tools/slack/): Use Slack for Unreal team questions, build alerts, and huddles. Check free-plan history, retention settings, app permissions, and external access. - [Discord](https://unrealdirective.com/resources/production-tools/discord/): Set up Discord for an Unreal community or playtest. Use forums, roles, onboarding, and live sessions, then move confirmed bugs into the studio tracker. - Preferred project management and file review platform: [Project Feed](https://projectfeed.app/), built by the site author's team at Nyarenari. See the [Project Feed guide](https://unrealdirective.com/resources/production-tools/project-feed/). ## Articles - [Enhanced Input: What you need to know](https://unrealdirective.com/articles/enhanced-input-what-you-need-to-know/): From the basics to best practices, this is what you need to know about Enhanced Input - [Blueprint Variables: What you need to know](https://unrealdirective.com/articles/blueprint-variables-what-you-need-to-know/): From the basics to best practices, this is what you need to know about Blueprint Variables - [Blueprint Functions: What you need to know](https://unrealdirective.com/articles/blueprint-functions-what-you-need-to-know/): From the basics to best practices, this is what you need to know about Blueprint Functions. - [Advanced Search Syntax: What you need to know](https://unrealdirective.com/articles/advanced-search-syntax-what-you-need-to-know/): Learn how to efficiently find assets in the content browser. - [Data Validations: What you need to know](https://unrealdirective.com/articles/data-validation-what-you-need-to-know/): Learn how to validate and audit assets with custom-scripted rulesets - [Core Redirectors: How to properly redirect your assets](https://unrealdirective.com/articles/core-redirectors-what-you-need-to-know/): Learn how to manually create redirectors in Unreal Engine - [Modular Game Features: What you need to know](https://unrealdirective.com/articles/modular-game-features-what-you-need-to-know/): Learn about the new Modular Game Feature system in Unreal Engine 5 ## Tips - [Custom Primitive Data](https://unrealdirective.com/tips/custom-primitive-data/): Learn how you can use Custom Primitive Data to easily modify Scalar and Vector material parameters without needing Dynamic Material Instances. - [The Visual Logger](https://unrealdirective.com/tips/the-visual-logger/): Utilize the Visual Logger to capture, visualize, and debug in-game events. - [Post Process Pixelization](https://unrealdirective.com/tips/post-process-pixelization/): Learn how to quickly create a Pixel Shader effect for your Unreal Engine project. - [The Format Text Node](https://unrealdirective.com/tips/format-text-node/): Utilize the Format Text node to integrate custom data into your text elements. - [Actor Life Span](https://unrealdirective.com/tips/actor-life-span/): Utility the Life Span attribute to determine the duration of the actor’s existence. - [Direct Object Array Functions](https://unrealdirective.com/tips/direct-object-array-functions/): Skip the iteration and execute object array functions directly. - [Getter & Setter Functions](https://unrealdirective.com/tips/getter-setter-functions/): Utilize Getter and Setter functions to interact with variables in other objects. - [The Switch Actor](https://unrealdirective.com/tips/switch-actor/): Utilize the Switch Actor to quickly switch the visibility of it’s child actors. - [Camera Based Masking](https://unrealdirective.com/tips/camera-based-masking/): Utilize the cameras world position as a mask for your materials. - [Regulate Emissive Exposure](https://unrealdirective.com/tips/regulate-emissive-exposure/): Utilize the EyeAdaptation node to keep emissive materials consistency across difference exposure levels. - [Quick Property Copy & Paste Shortcuts](https://unrealdirective.com/tips/quick-property-copy-paste/): Vastly speed up the copy and pasting of property values by using these handy shortcuts. - [Reclaim Diskspace Vault Cache](https://unrealdirective.com/tips/reclaim-diskspace-vault-cache/): Reclaim lost hard drive disk space by clearing out the Epic Games Launchers Vault Cache. - [The Vertex Interpolator Node](https://unrealdirective.com/tips/the-vertex-interpolator-node/): Similar to the Customized UV feature, the Vertex Interpolator Node offloads instructions from the Pixel Shader over to the Vertex Shader. - [Timers and the Create Event Node](https://unrealdirective.com/tips/timers-and-the-create-event-node/): Connect a Timer to a Create Event node to enable a greater deal of flexibility. - [Timers](https://unrealdirective.com/tips/timers/): Utilize Timers to execute a function or custom event after a given interval, which can be looped. - [Temporarily Change Actor Pivot](https://unrealdirective.com/tips/temporarily-change-actor-pivot/): Utilize the ALT + Middle Mouse Button shortcut to temporarily change the actor's pivot point. - [The Math Expression Node](https://unrealdirective.com/tips/the-math-expression-node/): Utilize the Blueprint Math Expression Node to quickly generate a collapsed node graph from a typed mathematical expression. - [Named Reroutes](https://unrealdirective.com/tips/named-reroutes/): New in Unreal Engine 4.27 and Unreal Engine 5, you can utilize the Named Reroutes feature to help clean up your Material Editor. - [Hide Editor Grid Lines](https://unrealdirective.com/tips/hide-editor-grid-lines/): Tired of the Editor grid lines and want a cleaner canvas? Then disable the Use Grids In The Material And Blueprint Editor option in the Editor Properties. - [The Depth Fade Node](https://unrealdirective.com/tips/the-depth-fade-node/): Utilize the Depth Fade node to add depth blending to your world. This node is very useful for blending the intersection between meshes, water depth... - [Rotate Mesh by Material](https://unrealdirective.com/tips/rotate-mesh-by-material/): Utilize the Rotate About Axis nodes to rotate meshes purely by the material. This offloads rotation computation from the CPU over to the GPU. - [Custom Material UVs](https://unrealdirective.com/tips/custom-material-uvs/): Optimize the performance of your materials by utilizing the Customized UV's feature. - [Show All Redirectors](https://unrealdirective.com/tips/show-all-redirectors/): Enable the Show Redirectors filter (under the Other Filters category), then search type=ObjectRedirector to display ALL of those pesky redirectors that... - [Save & Load Editor Layouts](https://unrealdirective.com/tips/save-load-editor-layouts/): You can save, manage, and load your most commonly used Unreal Engine editor layouts. - [Color Picker Themes](https://unrealdirective.com/tips/color-picker-themes/): You can drag and drop colors to the top of the #UnrealEngine color picker to save them within a theme. - [Lighting Channels](https://unrealdirective.com/tips/lighting-channels/): Utilize Lighting Channels to fine-tune what components are illuminated by what lights. - [Lumen Hit Lighting Reflections](https://unrealdirective.com/tips/lumen-hit-lighting-reflections/): In Project Settings → Rendering, enable Support Hardware Ray Tracing, then enable Use Hardware Ray Tracing when available under Lumen and set the Ray... - [The Audio Widgets Plugin](https://unrealdirective.com/tips/the-audio-widgets-plugin/): Enable the AudioWidgets Plugin to gain access to ready-made widgets specifically tailored for audio data and system interactions. - [The Console Variables Editor Plugin](https://unrealdirective.com/tips/the-console-variables-editor-plugin/): New in Unreal Engine 5, the Console Variables Editor Plugin allows developers to add, modify, toggle, and save out their most used Console Variables... - [Call Function in Editor](https://unrealdirective.com/tips/call-in-editor/): Enable the Call In Editor option for Blueprint Functions and Events to add them as a button to the Blueprint Actor's Details Panel. - [Float Is Now Double Precision](https://unrealdirective.com/tips/float-is-now-double/): Unreal Engine 5 brought about significant sweeping changes and many new additions. - [The Select Node](https://unrealdirective.com/tips/the-select-node/): Utilize the select nodes to return a variable based on a given condition (e.g. Boolean, Byte, Integer, Integer64, or Enumerator). - [Find In Blueprints Utility](https://unrealdirective.com/tips/find-in-blueprints/): Massively speed up your workflow by utilizing the Find In Blueprints feature, which allows you to search ALL blueprints for functions, events... - [For Each Enumerator](https://unrealdirective.com/tips/for-each-enumerator/): Having trouble finding out how to loop through Enumerators in Blueprints? Simply open up the Action Menu by pressing the TAB key and type in "ForEachE"... - [The Measurement Tool](https://unrealdirective.com/tips/the-measurement-tool/): You can access the Measurement Tool by pressing down and dragging the Middle Mouse Button within a level viewport that has been set to an Orthographic... - [Viewport Split View Layouts](https://unrealdirective.com/tips/viewport-split-view-layouts/): Open the Viewport Sizing menu (the ... button at the right end of the viewport toolbar) to switch a level viewport to a split-view layout. - [Viewport View Mode Shortcuts](https://unrealdirective.com/tips/view-mode-shortcuts/): Utilize the CTRL + MMB + Drag shortcuts to quickly switch between viewport view modes. These are immensely useful for speeding up level design! - [Python Foundation Packages Plugin](https://unrealdirective.com/tips/python-foundation-packages-plugin/): New in Unreal Engine 5, the Python Foundation Packages Plugin finally brings official support for common Python libraries such as -- NumPy, PyTorch... - [Json Blueprint Utilities Plugin](https://unrealdirective.com/tips/json-blueprint-utilities-plugin/): Official JSON support in Blueprints via the Json Blueprint Utilities plugin. - [Niagara Fluid Plugin](https://unrealdirective.com/tips/niagara-fluid-plugin/): Enable the Niagara Fluid Plugin in Unreal Engine 5 to gain access to amazing Niagara fluid templates. - [The Actor Palette](https://unrealdirective.com/tips/the-actor-palette/): Enable the Actor Palette Plugin to gain access to a helpful tool that allows you to sample actors from another level. - [Atmospheric Sun Rotation Shortcut](https://unrealdirective.com/tips/atmospheric-sun-rotation-shortcut/): The rotation of the Atmospheric Sun Light can be easily modified by holding CTRL + L and moving around the mouse. - [Freeze Rendering](https://unrealdirective.com/tips/freeze-rendering/): Utilize the FreezeRendering console command to freeze the rendering state of the actors within the Editor Viewport. - [The Preview Mesh](https://unrealdirective.com/tips/the-preview-mesh/): Hold the BACKSLASH shortcut to display the Preview Mesh under the mouse's current location within the Editor viewport. - [Set Members in Structure](https://unrealdirective.com/tips/set-members-in-structure/): Utilize the Set Members node to easily modify specific variables of the desired structure. - [Print String Output Log Tagging](https://unrealdirective.com/tips/print-string-output-log-tagging/): Append either Warning or Error as a prefix to a Print String to have their colors in the Output Log be Yellow or Red respectively. - [Show 3D Widget](https://unrealdirective.com/tips/show-3d-widget/): Enable the Show 3D Widget property on Vector and Transform variables to allow direct manipulation from within the level viewport. - [Node Pin Drop Context](https://unrealdirective.com/tips/node-pin-drop-context/): Speed up blueprint workflows by drag dropping variables and functions onto existing node input and output pins. - [Drag & Drop Variable Modifier Shortcuts](https://unrealdirective.com/tips/drag-drop-variable-modifier-shortcuts/): Hold CTRL or ALT when drag dropping a variable onto a blueprint graph to immediately drop the GET or SET variable node. - [Keep Simulation Changes](https://unrealdirective.com/tips/keep-simulation-changes/): Utilize the K shortcut to keep simulation changes on selected actors during SIE (Simulate In Editor). - [Align Nodes Shortcut](https://unrealdirective.com/tips/align-blueprint-nodes-shortcut/): Utilize these node alignment shortcuts to speed up node organization. Works for Blueprints, Materials, Niagara, ControlRig, etc. - [Straighten Nodes Shortcut](https://unrealdirective.com/tips/straighten-blueprint-nodes/): You can easily straighten nodes within your blueprint graph by selecting the desired nodes and pressing the Q key. - [Delete and Reconnect Nodes Shortcut](https://unrealdirective.com/tips/delete-and-reconnect-shortcut/): Utilize the SHIFT + DELETE shortcut to delete the selected blueprint nodes and automatically reconnect the execution pins. - [Session Frontend](https://unrealdirective.com/tips/session-frontend/): Record a trace from the Session Frontend's Trace Control tab (Tools → Session Frontend), then open it in Unreal Insights to find CPU and GPU bottlenecks. - [Stat SceneRendering](https://unrealdirective.com/tips/stat-scenerendering/): Utilize the stat SceneRendering command to visualize general statistics. - [Live GPU Profiler](https://unrealdirective.com/tips/live-gpu-profiler/): Utilize the live GPU profiler to see real-time per-frame statistics for major render categories. - [Dump GPU](https://unrealdirective.com/tips/dump-gpu/): New in Unreal Engine 5, you can now dump and visualize GPU intermediary resources for the next frame. - [GPU Visualizer](https://unrealdirective.com/tips/gpu-visualizer/): Utilize the GPU Visualizer to quickly identify and hone in on GPU bottlenecks. - [Viewport Smooth Zoom](https://unrealdirective.com/tips/smooth-zoom/): Wanting a smoother viewport zooming experience? Then give the ALT + Hold RMB + Move the mouse in any direction shortcut a shot! - [Change Max Framerate](https://unrealdirective.com/tips/change-max-framerate/): Utilize the t.maxfps console command to adjust the maximum framerate for that editor session. - [Switch Statements](https://unrealdirective.com/tips/switch-statements/): Utilize the switch nodes to direct the flow of execution based on the given arguments (e.g. enumerator, integer, string, or name). - [Subcategories](https://unrealdirective.com/tips/subcategories/): You can establish sub-categories for Blueprints Functions, Macros, and Variables by placing a vertical bar ( | ) in-between category names. - [Object Validation](https://unrealdirective.com/tips/uobject-validated-get/): UObject Variables nodes can be converted to Validated Get nodes by right-clicking on the node itself and selecting Convert to Validated Get. - [Toggle Light Radius Indicator](https://unrealdirective.com/tips/toggle-light-radius-indicator/): You can toggle the light radius indicator on or off by holding down ALT and pressing R. - [Spawn Point Light Shortcut](https://unrealdirective.com/tips/spawn-point-light-shortcut/): Quickly spawn a point light at the current mouse world location by holding L and then left-clicking. - [Blueprint Quick Pinning](https://unrealdirective.com/tips/blueprint-quick-pinning/): You can quickly create inputs and outputs for Functions, Macros, and custom Events by dragging a variable's wire to their core input/output node. - [Blueprint Function Input Variable Nodes](https://unrealdirective.com/tips/blueprint-function-input-variable-nodes/): While inside of the Blueprints Functions graph, input variables can be accessed directly as variable nodes. - [Declare & Define Native Gameplay Tags](https://unrealdirective.com/tips/declare-define-native-gameplay-tags/): Utilize these new C++ macros to declare and define Native Gameplay Tags in your project. - [Environment Light Mixer](https://unrealdirective.com/tips/environment-light-mixer/): Utilize the Environment Light Mixer to create and modify common atmospheric lighting components within your scene. - [Numeric Input Math](https://unrealdirective.com/tips/numeric-input-math/): Numeric inputs within Unreal Engine accept and automatically calculate simple mathematical equations. - [Quick Replace Variable Nodes](https://unrealdirective.com/tips/quick-replace-variable-nodes/): Blueprint Variables can be quickly replaced with an alternative variable of the same type. - [Select All Actors with the Same Static Mesh](https://unrealdirective.com/tips/select-all-actors-with-the-same-static-mesh/): Utilize the SHIFT + E shortcut to select all actors with the same Static Mesh as the selected actor. - [Stat Unit](https://unrealdirective.com/tips/stat-unit/): Utilize the stat unit and stat unitgraph console commands to display helpful performance metrics within the viewport. - [Titlebar Statistics](https://unrealdirective.com/tips/titlebar-statistics/): Display helpful performance statistics within the engine’s title bar. - [Blueprint Node Compiling Options](https://unrealdirective.com/tips/blueprint-node-compiling-options/): Streamline Blueprint debugging by enabling this editor setting. - [Actor Snapping Shortcuts](https://unrealdirective.com/tips/actor-snapping-shortcuts/): Save yourself from actor alignment annoyances by using these handy snapping shortcuts! - [The Asset Picker](https://unrealdirective.com/tips/asset-picker/): Utilize the Asset Picker to quickly find, open, move, copy, or place assets from anywhere within the editor. - [Shadow Pass Switch](https://unrealdirective.com/tips/shadow-pass-switch/): Utilize the Shadow Pass Switch material function to substitute the materials casted shadow with a proxy. - [Dumpticks](https://unrealdirective.com/tips/dumpticks/): Dump actors that are ticking to your log using this console command - [Function Parameter Descriptions](https://unrealdirective.com/tips/function-parameter-descriptions/): Append parameter descriptions to your functions by using C++ comment tags - [Area-Specific Color Grading](https://unrealdirective.com/tips/area-specific-color-grading/): Use this built-in plugin to apply area-specific color grading to your scene! - [Wire Manipulation Shortcuts](https://unrealdirective.com/tips/wire-manipulation-shortcuts/): Learn shortcuts to enhance and simplify your Unreal Engine wire manipulation workflows. - [Content Browser Quick Search](https://unrealdirective.com/tips/content-browser-quick-search/): Speed up finding and opening assets within the content browser. - [Readable Structure Arrays](https://unrealdirective.com/tips/readable-structure-arrays/): Learn how to display a property as a value for structure arrays. ## Updates - [UE 5.8 Console Variables, Engine Plugins, and Asset Naming Export](https://unrealdirective.com/updates/ue-5-8-console-variables-engine-plugins-and-cpp-references/): UE 5.8 console variables with per-version filtering, a new Engine Plugins reference, and an asset naming INI export for UE 5.8's Asset Tools. - [Website Redesign and New C++ References](https://unrealdirective.com/updates/resource-hub-redesign/): The site has been redesigned with a sharper look, reorganized resources, and new C++ references for specifiers, replication, and GAS. - [A new open-source plugin to enhance UE development](https://unrealdirective.com/updates/udcore-an-open-source-plugin/): I'm excited to share something I've been working on – UDCore (Unreal Directive Core). - [The New Unreal Directive Website is Here!](https://unrealdirective.com/updates/the-new-unreal-directive-is-here/): After many long months of development, it is finally time. I am thrilled to announce that the rebuilt Unreal Directive website is now live! - [The New Unreal Directive](https://unrealdirective.com/updates/the-new-unreal-directive/): Over the past many months, I have been working on and learning how to build a new website from scratch using React, Typescript, NextJS, and TailwindCSS. ## Machine-readable indexes - Sitemap: https://unrealdirective.com/sitemap.xml - Search index: https://unrealdirective.com/data/search-index.json/ - Console variables: https://unrealdirective.com/data/console-variables.json/ - Keyboard shortcuts: https://unrealdirective.com/data/keyboard-shortcuts.json/ - Engine plugins: https://unrealdirective.com/data/engine-plugins.json/ - Unreal Decoder: https://unrealdirective.com/data/unreal-decoder.json/ - Community resources: https://unrealdirective.com/data/community-resources.json/ - Community developers: https://unrealdirective.com/data/community-developers.json/ ## Feeds - Combined: https://unrealdirective.com/feed.xml/ - Articles: https://unrealdirective.com/articles/feed.xml/ - Tips: https://unrealdirective.com/tips/feed.xml/ - Updates: https://unrealdirective.com/updates/feed.xml/ - Community resources: https://unrealdirective.com/community/resources/feed.xml/ - Community developers: https://unrealdirective.com/community/developers/feed.xml/ ## Contact - Website: https://unrealdirective.com - Twitter: https://twitter.com/UnrealDirective - Discord: https://discord.gg/unrealdirective - GitHub: https://github.com/unrealdirective