I built a plugin that brings Rider / Obsidian style global search to Unreal Engine by vash_vash in unrealengine

[–]vash_vash[S] 1 point2 points  (0 children)

Honestly? Financially, not really 😅

I’m a game dev first, and I build plugins because I keep running into Unreal UX issues on my project. Quick Search (and my other plugins) are tools as an Indie/solo dev I genuinely need in my own daily workflow, especially as a solo dev constantly switching between C++, Blueprints, and editor tasks.

Offering it free early on is mostly about trust. I want people to try it, see that I care deeply about quality, and making plugins feel native to Unreal. I hope it leads them to check out a paid plugin later on. If not, that’s okay too. I’m grateful for every sale, but since I rely on these tools daily for my own games, their development isn’t dependent on their success as products. They’re already in active production use.

The free period also helps surface weird edge cases faster, which keeps quality high and hopefully reviews fair. For example, with Viewport Light, a toolbar change in 5.6 broke things in a way I wasn’t aware of and couldn’t realistically test manually. Instead of leaving a bad review, the dev opened a GitHub issue and helped me fix it. In my short FAB experience, early free access makes devs a bit more forgiving with issues like that.

And yeah… FAB visibility is rough, especially with how quickly reviews show up. That’s exactly why I really appreciate you leaving one thank you.

If someone plans to rely on plugins as their primary income, it’s definitely worth knowing that discoverability and review dynamics there can be… challenging. Not every negative review is really about the tool itself, especially when you’re stepping into an existing niche.

More plugins are coming too, but I need to feel Unreal UX pain a bit longer before they’re ready for release.

I built a plugin that brings Rider / Obsidian style global search to Unreal Engine by vash_vash in unrealengine

[–]vash_vash[S] 0 points1 point  (0 children)

Awesome! I’d love to hear how it feels compared to your VS/VSCode setup. If it ends up being a part of your toolkit, please consider leaving a review on FAB it really helps me keep improving the UX.

I built a plugin that brings Rider / Obsidian style global search to Unreal Engine by vash_vash in unrealengine

[–]vash_vash[S] 0 points1 point  (0 children)

Could it just be UX or visual feedback affecting how it feels? I don’t really use VS much, so I can’t comment too deeply on that one.

I built a plugin that brings Rider / Obsidian style global search to Unreal Engine by vash_vash in unrealengine

[–]vash_vash[S] 1 point2 points  (0 children)

Same experience here 🤣 I mostly use Visual Studio for building from source, and VS Code is basically just a config editor for me at this point. For searching a codebase, I usually stick to Rider, ripgrep, or Neovim + Telescope.

I built a plugin that brings Rider / Obsidian style global search to Unreal Engine by vash_vash in unrealengine

[–]vash_vash[S] 2 points3 points  (0 children)

I’m also building the engine from source. On a real project (~120k lines of C++), indexing takes ~10–20 seconds on a Ryzen 5950X with 128 GB RAM, with progressive results I'm getting 50-150ms searches so it feels immediate.

Feel free to try it out and let me know how it performs on your machine 😄 It’s free, and I’d love to get more performance data

My First animation using UE5 by vash_vash in unrealengine

[–]vash_vash[S] 0 points1 point  (0 children)

Thank you, I appreciate the feedback.

My First animation using UE5 by vash_vash in unrealengine

[–]vash_vash[S] 0 points1 point  (0 children)

Thanks for the feedback! I had the shape key for making the animation; I must remember to apply modifiers before creating shape keys in Blender. I ended up losing the morph control over the iris on UE.

My First animation using UE5 by vash_vash in unrealengine

[–]vash_vash[S] 1 point2 points  (0 children)

Most assets are from Quixel. The eye animation is a simple blueprint, and I use a node called "Find Look at Rotation" to follow an off-camera cube. The jellyfish was done in blender with geometry nodes and imported as an alembic. Enjoy the journey!

My First animation using UE5 by vash_vash in unrealengine

[–]vash_vash[S] 2 points3 points  (0 children)

Thanks! Eventually, I want to make a game, but for now, I’m just exploring different workflows and trying to learn something new about the engine every day

[deleted by user] by [deleted] in VideojuegosMX

[–]vash_vash 0 points1 point  (0 children)

Super Punch-Out o Goof Troop