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    <title>c&#43;&#43; on </title>
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    <description>Recent content in c&#43;&#43; on </description>
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    <managingEditor>tbwrightartist@gmail.com (Taylor)</managingEditor>
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      <item>
        <title>Dungeon Crawling Project Pt. 2</title>
        <link>https://tbwrightartist.com/posts/personal_project_pt2/</link>
        <pubDate>Wed, 01 Jun 2022 09:18:41 -0500</pubDate>
        <author>tbwrightartist@gmail.com (Taylor)</author>
        <atom:modified>Wed, 01 Jun 2022 09:18:41 -0500</atom:modified>
        <guid>https://tbwrightartist.com/posts/personal_project_pt2/</guid>
        <description>I&amp;rsquo;m been working on this project quick a bit lately, and I found really quickly that Blueprint was going to limit the scope. I like Blueprint, I really do, but once you want to make more involved tooling for a project, the game&amp;rsquo;s foundation just needs to be native.
So I did that. I nativized everything. I put all movement into an actor component so I can throw it on NPCs/enemies, I extracted all the world grid stuff out so it&amp;rsquo;s streamlined and fast, and this allowed me to make a map maker tool:</description>
        
        <dc:creator>Taylor</dc:creator>
        
        
        
        
          
            
              <category>ue5</category>
            
          
            
              <category>Blueprint</category>
            
          
            
              <category>c&#43;&#43;</category>
            
          
            
              <category>Slate</category>
            
          
            
              <category>Blueprint</category>
            
          
            
              <category>tools</category>
            
          
        
        
        
          
            
              <category>Dungeon Crawler</category>
            
          
        
      </item>
      
      <item>
        <title>Adding Thumbnails to a Slate Widget</title>
        <link>https://tbwrightartist.com/posts/slate_thumbnails/</link>
        <pubDate>Wed, 20 Apr 2022 20:26:35 -0500</pubDate>
        <author>tbwrightartist@gmail.com (Taylor)</author>
        <atom:modified>Wed, 20 Apr 2022 20:26:35 -0500</atom:modified>
        <guid>https://tbwrightartist.com/posts/slate_thumbnails/</guid>
        <description>This is going to be a short one.
Sometimes you&amp;rsquo;ll want to add an asset&amp;rsquo;s thumbnail to a tool. It&amp;rsquo;s actually pretty simple! There are only four parts to the whole thing.
In your widget&amp;rsquo;s .h file, declare a ThumbnailPool&amp;hellip;
1  TSharedPtr&amp;lt;class FAssetThumbnailPool&amp;gt; ThumbnailPool;   And then create it in the .cpp file like this:
1  ThumbnailPool = MakeShareable(new FAssetThumbnailPool(24, false));   Then to actually create your thumbnail, you need to grab the FAssetData for the asset, usually through the AssetRegistryModule:</description>
        
        <dc:creator>Taylor</dc:creator>
        
        
        
        
          
            
              <category>unreal</category>
            
          
            
              <category>Slate</category>
            
          
            
              <category>c&#43;&#43;</category>
            
          
            
              <category>tools</category>
            
          
        
        
        
      </item>
      
      <item>
        <title>Right-click Context Menu in Slate</title>
        <link>https://tbwrightartist.com/posts/right_click_context_menu_slate/</link>
        <pubDate>Wed, 13 Apr 2022 20:34:24 -0500</pubDate>
        <author>tbwrightartist@gmail.com (Taylor)</author>
        <atom:modified>Wed, 13 Apr 2022 20:34:24 -0500</atom:modified>
        <guid>https://tbwrightartist.com/posts/right_click_context_menu_slate/</guid>
        <description>I&amp;rsquo;ve been doing lots of tool work lately, and a particular tool I&amp;rsquo;m working on right now uses a ListView. Each item in the ListView has specific context actions associated with them, and I really wanted them to appear in a right-click popup menu. So I did. And after this article you can, too. See how this works?
First off, you need to attach a function to your item widget&amp;rsquo;s .</description>
        
        <dc:creator>Taylor</dc:creator>
        
        
        
        
          
            
              <category>unreal</category>
            
          
            
              <category>Slate</category>
            
          
            
              <category>c&#43;&#43;</category>
            
          
            
              <category>tools</category>
            
          
        
        
        
      </item>
      
      <item>
        <title>Creating New Anim Nodes Pt. 2</title>
        <link>https://tbwrightartist.com/posts/creating_new_anim_nodes_pt2/</link>
        <pubDate>Sun, 27 Mar 2022 00:02:17 -0500</pubDate>
        <author>tbwrightartist@gmail.com (Taylor)</author>
        <atom:modified>Sun, 27 Mar 2022 00:02:17 -0500</atom:modified>
        <guid>https://tbwrightartist.com/posts/creating_new_anim_nodes_pt2/</guid>
        <description>Intro In the last part we created the AnimNode_GradualScaleJoints anim node and initialized it in such a way that we could add it to an AnimBP graph. In this part I&amp;rsquo;ll go over the individual parts of the AnimNode class, order of operations, and how we want to go about the joint scaling.
General thoughts As with anything involving runtime animation, remember to always be as lean as possible. Animation runs every single frame.</description>
        
        <dc:creator>Taylor</dc:creator>
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              <category>unreal</category>
            
          
            
              <category>animation</category>
            
          
            
              <category>c&#43;&#43;</category>
            
          
        
        
        
          
            
              <category>Anim Node</category>
            
          
            
              <category>C&#43;&#43; For Tech Artists</category>
            
          
        
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      <item>
        <title>Creating New Anim Nodes Pt. 1</title>
        <link>https://tbwrightartist.com/posts/creating_new_anim_nodes_pt1/</link>
        <pubDate>Sat, 26 Mar 2022 18:27:28 -0600</pubDate>
        <author>tbwrightartist@gmail.com (Taylor)</author>
        <atom:modified>Sat, 26 Mar 2022 18:27:28 -0600</atom:modified>
        <guid>https://tbwrightartist.com/posts/creating_new_anim_nodes_pt1/</guid>
        <description>Intro The next few articles on this blog are going to go over creating an AnimNode that can be used in an AnimBP in UE4/UE5. I&amp;rsquo;ll try to keep it light and gloss over some of the more obvious parts of this system while diving into how the nodes actually work and do their thing.
There&amp;rsquo;s a few things you really need to know about and semi-understand before you jump into this though:</description>
        
        <dc:creator>Taylor</dc:creator>
        <media:content url="https://tbwrightartist.comimg/animNode.PNG" medium="image"><media:title type="html">featured image</media:title></media:content>
        
        
        
          
            
              <category>unreal</category>
            
          
            
              <category>animation</category>
            
          
            
              <category>c&#43;&#43;</category>
            
          
        
        
        
          
            
              <category>Anim Node</category>
            
          
            
              <category>C&#43;&#43; For Tech Artists</category>
            
          
        
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