Georgy Treshchev

Unreal Engine C++ developer.

  • I like creating various Unreal Engine tools that simplify the development process.
  • Feel free to email me at [email protected] or join telegram/discord chats for any questions.

Efficient HTTP file download by chunks in Unreal Engine C++

Chunk downloading is a technique used to retrieve large binary data from the server in separate parts, ensuring reliability and compatibility across different platforms. Unreal Engine’s HTTP module has a limitation of 2GB for binary HTTP response content due to internal restrictions. Specifically, TArray<uint8> uses the int32 size type, which has a maximum value of 2,147,483,647, approximately 2 GB in our case. To overcome this limitation, we can use the Range HTTP header supported by most servers, without requiring any file preparation or segmentation....

May 21, 2023 · 4 min · Georgy Treshchev

How to save UObject that is represented as an asset in Unreal Engine

You can save any UObject that is represented as an asset within a UPackage using this method: bool SaveToAsset(UObject* ObjectToSave) { UPackage* Package = ObjectToSave->GetPackage(); const FString PackageName = Package->GetName(); const FString PackageFileName = FPackageName::LongPackageNameToFilename(PackageName, FPackageName::GetAssetPackageExtension()); FSavePackageArgs SaveArgs; // This is specified just for example { SaveArgs.TopLevelFlags = RF_Public | RF_Standalone; SaveArgs.SaveFlags = SAVE_NoError; } const bool bSucceeded = UPackage::SavePackage(Package, nullptr, *PackageFileName, SaveArgs); if (!bSucceeded) { UE_LOG(LogTemp, Error, TEXT("Package '%s' wasn't saved!...

February 5, 2023 · 1 min · Georgy Treshchev

Comparison of TUniquePtr and rvalue references in Unreal Engine C++

Note: This is an experimental article and may look strange as it compares two completely different concepts. But nevertheless, I think that they can be compared to some extent, which I did in this article. Smart pointers are typically compared to raw pointers , but this article will compare TUniquePtr, a type of smart pointer in Unreal Engine, and direct rvalue reference. I intentionally add “direct” to the rvalue reference term to make it more clear, because the rvalue reference can be applied to TUniquePtr itself in the same way and this can cause confusion....

February 2, 2023 · 3 min · Georgy Treshchev

How to use variant in Unreal Engine

There is a std::variant class template in the standard library that is essentially a type-safe  union. It is generally used when we are not sure in advance which object should be populated from our list of object types, so we assume that one of the specified objects must be there at a time. Unreal Engine has an alternative implementation called TVariant that works the same, except that all the types in the declaring template parameter pack must be unique....

December 30, 2022 · 1 min · Georgy Treshchev

How to use mutex in Unreal Engine

Unreal Engine has an alternative implementation of std::mutex called FCriticalSection which makes it possible for your data to be safely accessed from different threads, preventing race conditions. This takes the same approach, handling it with one thread locking until the other thread completes the necessary operations. There are two ways to handle lock/unlock logic. The first is low-level, which is used to directly lock and unlock threads. Use with caution due to possible deadlocks ....

December 21, 2022 · 2 min · Georgy Treshchev