Skip to main content
MZSH
HomeworksCasesBlog
Contact & support

Blog

Technical thoughts, troubleshooting, and development notes

Default order

Tags

Unreal Engine2026-10-29

AI digital human interaction

An Unreal Engine digital human integrating speech recognition, AI conversation, voice, lip sync and body sensing across local and cloud services.

Animation & Digital Humans
Unreal Engine2026-10-29

Flight simulation

An Unreal Engine and AirSim flight simulation project covering input, flight control, camera behavior and engine adaptation.

Programming & Scripting
Unreal Engine2026-10-29

Motion capture and robot control

A UE project combining body motion capture, robot retargeting, live data transport and three-axis IK, with some features still in prototype development.

Animation & Digital Humans
Unreal Engine2026-10-29

Motion platform and virtual filming

Software motion solving and signal processing for a six-axis platform, with ocean parameter animation and editor recording.

Programming & Scripting
Unreal Engine2026-10-29

A Toolchain from Plugin Development to Release

Turning scattered development operations into dedicated tools for plugin management and multi-version packaging.

Build & Release
Notes2026-10-29

Publishing Markdown Images Together with the Article

Reducing manual work when moving articles by converting local image paths into publishable text that can be copied.

Data & Configuration
Perforce2026-10-29

Managing Perforce branch workspaces and local caches

Organize branch switching with a workspace pool, separate server synchronization from offline directory adoption, and define cache protection and cleanup boundaries.

Version Control & Collaboration
Unreal Engine2026-10-29

Driving Session Recording and UE Replay Management

Capture driving inputs and vehicle states, save performance statistics, and manage UE Network Replay recordings.

Data & Configuration
Unreal Engine2026-10-29

Creating Independent Multiwindow Interfaces in UE

Host UMG in native Slate windows with lifecycle, position, size, visibility, and DPI controls.

UI Development
Unreal Engine2026-10-29

Robot Realtime Data and Three-Axis IK Prototype

An in-development UDP JSON and three-joint position-IK prototype, awaiting testing with the actual mechanism and real data.

Animation & Digital Humans

Source-built Unreal on Windows: a shared engine association

On Windows, copies of the same source-built engine can receive different registration identifiers. That creates unnecessary `EngineAssociation` change

Development EnvironmentBuild & Release

Unreal Blueprint parameters: references and display names

A C++ reference parameter may appear as a different Blueprint pin direction than expected. Type, `const` and metadata all matter. These UE5 reflected

Blueprints & Reflection

Cursor with Unreal 5.6 on Windows: establish the build first

These notes describe Windows and UE 5.6. The original record did not preserve complete Cursor or extension versions, so it is not a compatibility prom

Development EnvironmentBuild & Release

Fab submission notes: review the package and instructions together

A feature working in the development project does not prove that a delivery package can be installed and reproduced. These notes distill past Unreal p

Build & Release

Unreal DataTable and JSON: validate before replacing

JSON files can become DataTable rows, but clearing the table before parsing can destroy old data on a later failure. This workflow targets a UE5 C++ e

Data & ConfigurationEditor Tools

Saving Unreal editor assets: checkout, dirty state and results

An automation tool may change an asset without updating its file. Possible causes include a clean package, an incorrect target path or source-control

Editor ToolsVersion Control & Collaboration

Breaking Level Instances in batches: bound the work and stop on failure

Breaking a Level Instance may expose nested instances. A loop that continues whenever it finds an instance can repeat forever when one cannot be broke

Scenes & LevelsEditor Tools

Exploring syntax parsing for game formulas in UE

Exploring a UE C++ parser for game-event formulas, from arithmetic, conditions, and custom attributes to string validation, tokenization, attribute substitution, and evaluation by precedence.

Programming & Scripting

Everyday C++ choices: containers, sorting and value categories

Choose containers and sorting by access patterns and ordering requirements rather than old compiler implementation details. This article uses C++17 se

Programming & Scripting

Updating Excel by column names in Python: tuple keys and separate output

A reference workbook supplies values to update a target using several matching columns. Joining keys with underscores makes `("A_B", "C")` collide wit

Programming & ScriptingData & Configuration

Comparing directories in Python: start with a content-difference report

When only some files changed between two large directories, you need additions, modifications and removals. The original workflow also copied files an

Programming & Scripting

Switching Perforce stream workspaces: preflight and failure boundaries

A button that changes Client Stream, syncs and cleans can place local changes under the wrong view. This article describes a generic Python protection

Version Control & CollaborationProgramming & Scripting

Fixing Missing GI Across Multiple Views in UE 5.3

A UE 5.3 source-build record of changing the maximum view count from 2 to 3 across seven locations, with a source screenshot and version limits.

Rendering & Materials

Fixing UMG Size That Does Not Change During Rendering

When rendering UMG, you may encounter a frustrating issue: its rendered size does not change with the output resolution you set.

UI DevelopmentRendering & Materials

Blueprint generic struct serialization: memory layout versus persistence

Reflected struct arguments, JSON parsing and safe persistence boundaries.

Blueprints & ReflectionData & Configuration

Managing Configuration File Exclusion During Packaging

Staging inclusion and exclusion rules in DefaultGame.ini, along with configuration scanning, file writes, and cache reloads.

Build & ReleaseData & Configuration

Making a Rounded Rectangle with a Material

I found this old note while organizing my notes. It creates a rounded rectangle with a material. The values were set for a project with three combined screens, so adjust them before using it.

Rendering & Materials

Seeing Exactly Which Files Were Packaged

Unlike the usual packaged files, this view shows every configuration file, asset, plugin, and other file included in the packaged project.

Build & Release

Material Basics: The If Node

A beginner in our group shared this image a couple of days ago and asked why the material is invisible when dissolve is 0.

Rendering & Materials

Changing the Cache Path

The simplest method is to search for \Engine\Config\BaseEngine.ini with Evenyting.

Development EnvironmentData & Configuration

The Keys to Runtime Animation Recording: Correct Bone Data and Saving

The two most important issues in runtime animation recording in UE5.4 are obtaining correct bone data and saving AnimSequence correctly.

Animation & Digital Humans

A Simple C++ MVVM Application

How to create a simple, usable MVVM object in C++. The following steps were tested in UE5.5.

UI DevelopmentBlueprints & Reflection

Tips for Chinese and English Editor Settings

There seem to be many new UE users lately, so I am collecting a few tips for everyone.

Development Environment

Quickly Creating a Map

This covers quickly creating a usable standard map, excluding World Partition maps.

Scenes & Levels

When Only One Monitor Displays in Multi-Monitor Fullscreen

This concerns issues after launching a game with multiple monitors combined into one screen using NVIDIA Surround.

Rendering & Materials

Calling a DLL

Loading DLLs in Unreal and diagnosing Windows header conflicts.

Programming & ScriptingBuild & Release

PixelStreaming

Enable the PixelStreaming plugin.

Network Communication

Synchronizing Exposure Across Multiple Screens

Create a LocalPlayer and override the function.

Rendering & Materials

Setting Up a Listen Server

The simplest way to start a listen server is to create a desktop shortcut and set its target to UnrealEditor.exe MyProject.uproject ?listen -game.

Network Communication

Seamless Map Travel

Unlike level streaming, which loads and unloads sublevels within one map, seamless travel first enters a simple transition map, loads the destination in the background, and then switches to it.

Scenes & Levels

Custom Configuration with DeveloperSettings

Create a class derived from UDeveloperSettings. Config=Game selects Game.ini; adding DefaultConfig selects DefaultGame.ini. The name after config= is the configuration filename, so this example uses DefaultVehicle.ini.

Data & Configuration

Fixing Missing Context in UObject Blueprints

When you create a Blueprint derived from UObject, you may find that it cannot obtain a PlayerController.

Blueprints & Reflection

Traversing Actor Properties for Sequence Recording

Recursively setting structs and all their properties to CPF_Interp so their values can be recorded by LevelSequence.

Animation & Digital HumansBlueprints & Reflection

Making Conda Available in CMD Without Exposing Python from the Default Environment

After installing Miniconda, the system normally uses its base environment by default and can run Python directly from it, making base very easy to contaminate.

Development Environment

A Practical Guide to Streams

My understanding is that a Stream is Perforce's smarter counterpart to a traditional branch. Its visual view makes synchronization relationships between branches easier to see.

Version Control & Collaboration

UE Source Control Operations Guide

Operations in Unreal are much like those in Perforce.

Version Control & Collaboration

Fixing Garbled Chinese Text

Garbled Chinese text occurs because Unicode mode is not enabled on the server.

Version Control & CollaborationDevelopment Environment

How to Configure TypeMap

Unreal Perforce file types and team binary-delivery boundaries.

Version Control & CollaborationBuild & Release

Client Installation and Configuration Guide

Download the P4V client from the official website after selecting your platform and version.

Version Control & CollaborationDevelopment Environment

Common Client Operations

The basics are operations that everyone using Perforce should know.

Version Control & Collaboration

What to Do When a Stream Depot Cannot Be Deleted

Both test and Unreal Depot are depots I want to delete. test is intact, while the other was first deleted with stream -f -d and marked deleted, yet the depot still cannot be deleted.

Version Control & Collaboration

A One-Click Fix for MetaHuman Head Clipping During Animation

In a recent MetaHuman project, playing different head and body animations simultaneously caused clipping around the neck. I have not observed this issue in LevelSequence so far.

Animation & Digital HumansEditor Tools

No articles match the current filters. Try fewer tags or different keywords.

© MZSH晋ICP备2026011728号-2晋公网安备14082502000144号