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GregOrigin

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A member registered May 24, 2016 · View creator page →

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SyncShield is a lightweight, battle-tested UE5 plugin designed to eliminate source control friction and protect your team from lost work and locked-file conflicts. It natively integrates with Unreal’s Editor to warn you before you make changes, and safely catches you if you try to overwrite someone else’s work. This is a major upgrade and more ambitious refactoring of the earlier SafeSave plugin which remains fully functional in its own narrower scope.

Core Features:

🚫 Strict File Locking Protection

SyncShield natively intercepts your “Save All” commands. Before any data is written, it rapidly probes your source control provider (Git, Plastic SCM, Perforce) for checkout status. If any package is locked by a teammate (IsCheckedOutOther), SyncShield blocks the save for those specific files with an explicit warning, while automatically issuing checkouts and safely saving the rest.

🔔 Preemptive “Dropbox-Style” Alerts

Don’t wait until you save to find out a file is locked. SyncShield hooks directly into the Unreal Asset Editor. The moment you open a Blueprint, Material, or Data Asset that is locked by another developer, you instantly get a prominent Toast Notification warning you not to edit it.

🛠️ Streamlined Editor Toolbar

Stop fumbling with external CLI windows or hidden context menus. SyncShield adds a dedicated, dynamic status widget right to the Level Editor Toolbar.

*Live Status Updates: See your Branch, pending changes, and unsaved asset counts at a glance.

*One-Click Actions: Save All, Submit Content, or Refresh Status.

*Native Git Integration: Auto-Fetch (configurable interval), Pull (Rebase), and Push directly from the toolbar.

*Native Plastic SCM Integration: One-click Workspace Update.

https://gregorigin.itch.io/syncshield https://github.com/gregorik/SyncShield-Core

TargetFrame is an automatic, zero-configuration runtime scalability management system for Unreal Engine 5.6+. Stop guessing what settings your players need: TargetFrame automatically benchmarks hardware, sets a stable baseline, and dynamically steps down resolution scale and overall quality during gameplay to defend your target frame rate.

Designed to eliminate “stuttering” reviews on launch day, this plugin handles the dirty work of performance scaling so you can focus on building your game.

https://gregorigin.itch.io/targetframe https://github.com/gregorik/TargetFrame-Core

Instant Organic Caves (IOC) is a plugin designed to generate massive, seamless, and organic cave systems procedurally at runtime. Unlike traditional marketplace assets that rely on static meshes or Blueprint construction scripts, IOC utilizes a purist C++ approach.

It builds geometry directly using Unreal’s FDynamicMesh3 core math libraries, bypassing overhead from the Blueprint VM and intermediate wrapper libraries. The result is a system that can generate infinite, seamless, Nanite-enabled environments suitable for high-fidelity production.

https://gregorigin.itch.io/instant-organic-caves

A Solution to Unreal Engine 5 OOM Crashes

The “Shader Compilation” plugins on assorted marketplaces brute-force load all of your assets at once. If you have a massive 50GB project, this will cause your RAM to spike, your loading screen to freeze entirely, and eventually result in an Out-Of-Memory (OOM) crash.

PSO Autopilot aims to fix this. The Core Feature: Memory-Safe Chunking

Instead of loading thousands of materials simultaneously, PSO Autopilot Core uses the FStreamableManager to asynchronously stream your Materials in controlled batches (e.g., 100 at a time). After a batch is compiled via the Engine’s native FShaderPipelineCache, the plugin explicitly drops references and yields to Unreal’s asynchronous Garbage Collection. Your RAM footprint remains completely flat, making this tool safe for massive open-world projects.

https://gregorigin.itch.io/pso-autopilot-core

Also @ GitHub: https://github.com/gregorik/OmniWalk

https://gregorigin.itch.io/omniwalk

Originally an unassuming GitHub repo, this one slowly evolved to something more production-ready, feature-packed and more or less bug-free (that’s saying a lot). Update video is too large to upload here, check it out:

https://gregorigin.itch.io/instant-organic-caves

Hey there: Instant Organic Caves (IOC) is a lightweight Unreal 5.5+ plugin designed to generate massive, seamless, and organic cave and/or rock systems procedurally at runtime. Unlike traditional marketplace assets that rely on static meshes or Blueprint construction scripts, IOC utilizes a “Metal C++” approach. It builds geometry directly using Unreal’s FDynamicMesh3 core math libraries, bypassing overhead from the Blueprint VM and intermediate wrapper libraries. The result is a system that can generate infinite, seamless, Nanite-enabled environments suitable for high-fidelity production.

Fully functional core OS versions (v0.1+) are yours to dissect at GitHub.

So it’s not a game, but you can make cool ones with it if you’re inclined. Check out OmniWalk for UE5: https://gregorigin.itch.io/omniwalk

Designed to replicate the high-fidelity magnetism found in titles like Ratchet & Clank and Dead Space, it allows any character to traverse arbitrary geometry — walls, ceilings, pipes, and planets — with zero technical friction. This plugin also solves the solves the “showstopper” problems involving: camera gimbal-lock, control inversion, triangle-normal jitter, and complex input remapping.

Fully functional core OS versions (v0.1+) are yours to dissect at GitHub: https://github.com/gregorik/OmniWalk