Any comments, questions or general feedback.
Dn2
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How To Use
Usage:
- Copy the “Dn2FauxRetro” folder to: your project’s plugins folder (YourProject\Plugins)
- Go to Edit > Plugins and make sure it, (Dn2FauxRetro) is enabled.
- Go to UE’s Content Browser, Settings (or View Options in UE4.27) and enable “Show Plugin Content”.
- In the Content Browser open up
Dn2FauxRetro Content > Mapfolder and open up one of the two maps.
Check out the N64 & PSX Base materials in Dn2FauxRetroContent > Materials and the Material Functions in Dn2FauxRetroContent > Materials > Functions.
You can:
- make material instances of the base materials in
Materials > N64orMaterials > PSX - or copy and customise them to your needs
- or take them as examples and use the material functions if you need more unique setup.

CRT Post Process:
- The CRT Post Process material can be found at
Dn2FauxRetroContent > Materials > PostProcess > PP_ScalelineBase - Make a Material Instance based on
PP_ScalelineBaseby Right Clicking. (Or use the one included named:CRTScaleline_Inst) - Add the material instance to a post process volume & tweak the instance’s parameters to your liking.
Hey, its a plugin so the default ue5 plugin .gitignore should work. I’ll paste it here:
# Visual Studio 2015 user specific files
.vs/
# Compiled Object files
*.slo
*.lo
*.o
*.obj
# Precompiled Headers
*.gch
*.pch
# Compiled Dynamic libraries
*.so
*.dylib
*.dll
# Fortran module files
*.mod
# Compiled Static libraries
*.lai
*.la
*.a
*.lib
# Executables
*.exe
*.out
*.app
*.ipa
# These project files can be generated by the engine
*.xcodeproj
*.xcworkspace
*.sln
*.suo
*.opensdf
*.sdf
*.VC.db
*.VC.opendb
# Precompiled Assets
SourceArt/**/*.png
SourceArt/**/*.tga
# Binary Files
Binaries/*
Plugins/*/Binaries/*
# Builds
Build/*
# Whitelist PakBlacklist-<BuildConfiguration>.txt files
!Build/*/
Build/*/**
!Build/*/PakBlacklist*.txt
# Don't ignore icon files in Build
!Build/**/*.ico
# Built data for maps
*_BuiltData.uasset
# Configuration files generated by the Editor
Saved/*
# Compiled source files for the engine to use
Intermediate/*
Plugins/*/Intermediate/*
# Cache files for the editor to use
DerivedDataCache/*
Make sure that discord is opened before you open the project in unreal engine.
Also make sure that no other discord rich presence app is already running e.g. I use a visual studio extension for discord rich presence. If I open visual studio first, unreal engine won’t show up and vice versa.
If you only meant that it’s not updating what you’re currently doing in the editor, the “level editing” update only happens after selecting an actor.
5.1 is up now.
It comes with the source so you can do whatever with it. For now i dont wanna commit to maintaining/approving pull request etc but if i do need help testing in the future i’ll hit up those that have offered to :)
https://dn2.itch.io/editor-discord-rich-presence/devlog/491519/51
5.1 update with source. View update post here: https://dn2.itch.io/editor-discord-rich-presence/devlog/491519/51














