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Dn2

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A member registered Jun 24, 2017 · View creator page →

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Any comments, questions or general feedback.

(17 edits)

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 > Map folder 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 > N64 or Materials > 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_ScalelineBase by 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.
(22 edits)

I’ll try to document all the notable features here with gifs (well actually webp not gifs). Some of the images are artifacting pretty bad ill redo them when i have time.

CRT & Scanline Post Process

Demo:

Material Functions

3Point Texture Filter:

Bob WPO:

EZCycle:

Fog:

Lean WPO:

I haven’t tried it yet. You can add it to a c++ project, compile it and see if it works.

its currently windows only, sorry

its up.

(1 edit)

Soon™ (I’ll get to it this coming week hopefully)

Thank you!

Yea, this happens with games and discord overlay too. Glad you got it fixed

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/*

ya https://dn2.itch.io/editor-discord-rich-presence/devlog/852747/55

yar https://dn2.itch.io/editor-discord-rich-presence/devlog/852747/55

ty!!

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.

Everything is hardcoded right now so no. I do want to add the ability to hide project name and editor activity though. When i get some time ill see if i can get that in

there is now

Its up now

its up now

(1 edit)

No, Not unless you you make your own app/client in the discord dev portal and replace it in the plugin’s source code as its a set of predefined images tied to any app that uses discord rich presence.

So if you really wanted to do it you could

np :)

5.2, 5.3 added so you can just download it now if you didn’t get the above fix to work

5.2, 5.3 added so you can just download it now if you didn’t get the above fix to work

5.2, 5.3 added so you can just download it now if you didn’t get the above fix to work

No worries! :D

Ah. This plugin only does it for the editor. As in, it just shows that you’re in unreal engine on discord and the engine’s version number etc.

Yea it only shows that you are using UE5/UE4. The UE4 version doesn’t accurately show what sub-editor youre in. Is that what you mean?

When i get some free time I’’l try to get it working properly

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

Its up!

5.1 update with source. View update post here: https://dn2.itch.io/editor-discord-rich-presence/devlog/491519/51

I didn’t include the source code with the last release so it wont compile, sorry. Yea I’ll try to get both the 5.1 version and source code up on github when i get some time.

Is this with 4.27 or 5? If you’re talking about 4.27 I don’t have the current activity stuff working correctly yet. Still looking for a reliable way to show activity.

For UE5 it should just have the project name and engine version.

UE5 version is up!

UE5 version uploaded. Let me know if it works for you.

Its up now! Lemme know if it works for you.

Yes, but my PC died. It's gonna be a while until I get a new one.

Hmmm. Try running UE4 in admin mode if youre not already and make sure your .uproject file isnt read-only. 

I've got like 8gb of ram on a crappy pc with not much harddrive space ATM. But I'll see what I can do.  No promises tho.