Hey everyone!
This is a big one. The site got a visual overhaul, the resource section has been reorganized, and I've added new reference pages that have been on the todo list for too long. Let me walk you through everything.
The Redesign
The site has a new look. Darker, sharper, less noise. No rounded corners, no drop shadows, no gradients — borders handle all of the visual structure. The green accent is reserved for active states, section indices, and code highlights. Everything else stays neutral.
The homepage now surfaces the four resource hubs directly instead of burying them in the nav. The about page got a new layout too.
Resources are grouped by what they are — project conventions in one hub, C++ engine systems in another, editor tools in a third, gameplay tags in the fourth. Each hub has its own landing page with section cards linking to the subpages.
Four Resource Hubs
- Project Standards — asset naming, folder structure, function/variable naming, C++ coding standards, and module organization
- C++ Reference — specifier reference, replication, and the Gameplay Ability System
- Editor Reference — console variables and keyboard shortcuts
- Gameplay Tags — the existing tag reference, best practices, setup, and patterns
The old URL for Asset Naming Conventions redirects automatically, so nothing breaks.
Specifier Reference
This one I'm genuinely excited about. There are over 240 UPROPERTY, UFUNCTION, UCLASS, USTRUCT, UENUM, and UMETA specifiers and metadata keys — and until now there was no single place to search them all. The Specifier Reference is a filterable table where you can search by name, filter by macro type, and copy any example with one click.
I also linked to BenUI's specifier guides in the related content section — if you want visual examples alongside the raw reference, those are the ones to read.
Replication Cheat Sheet
Network replication is one of those things where you know the answer exists somewhere in the docs, but you can never find it when you need it. The Replication page puts it all in one place: all 17 replication conditions, every DOREPLIFETIME macro variant, RPCs, push model, net roles, relevancy, quantized vector types, and the anti-patterns that cause the hard-to-debug disconnects.
Gameplay Ability System
GAS is one of those systems where the learning curve is less about difficulty and more about not knowing what exists. The GAS reference covers abilities, effects, attributes, cues, execution calculations, prediction, and the 5.3+ effect component architecture.
Worth noting: the effect tag properties section uses the component-based architecture from 5.3+, not the deprecated monolithic properties you'll find in older tutorials. If you're on 5.3 or later, this is the API you want.
Project Standards Expansion
The existing Asset Naming page moved under the new Project Standards hub, joined by four new pages:
- Folder Structure — compare different approaches to organizing Content and plugin directories
- Functions & Variables — naming conventions for functions, variables, booleans, delegates, and parameters
- C++ Standards — class prefixes, header organization, UPROPERTY/UFUNCTION specifiers, and include order
- Module Organization — module types, when to split, dependency rules, and naming
Filter and Search Improvements
All resource pages now use URL-based filtering. Filters survive page refreshes and you can share a filtered view by copying the URL. The filter dropdowns also show their label now, so you can tell what each one controls without clicking it.
Console Variables — Version Filtering
The Console Variables database now tracks which engine versions each variable exists in. You can filter by UE 5.4, 5.5, 5.6, or 5.7 to see which variables are available in your engine version.
What's Next
More C++ Reference pages are coming. If there's a specific UE system you want a reference page for, let me know.
-Tez