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ultralightue's Introduction

Hi ๐Ÿ‘‹, I'm Mikael K.

A random dude who loves game engines & graphic programming with a passion.

jailbreakpapa

jailbreakpapa

  • ๐Ÿ”ญ Iโ€™m currently working at WD Studios - Software Engineer II

  • ๐ŸŒฑ Iโ€™m currently learning Source, UE, And Some Proprietary Tech

  • ๐Ÿ‘ฏ Iโ€™m looking to collaborate on Anything with C++, Game Engines and Web!

  • Im currently working on Aperture UI

  • ๐Ÿ‘จโ€๐Ÿ’ป All of my projects are available at [My Github! this essentially is my portfolio!](My Github! this essentially is my portfolio!)

  • ๐Ÿ’ฌ Ask me about Game Engines, C++, Web

  • ๐Ÿ“ซ How to reach me [email protected]

Connect with me:

- Discord: scrumpy._.

Languages and Tools:

azure c cplusplus csharp git react typescript unreal

Support:

mikaelamanfo



jailbreakpapa

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ultralightue's Issues

UltralightUE - Filesystem Interface

In order for UltralightUE to access user-defined assets for use in rendering, and actually using the library, there needs to be an interface that allows developers to access to define paths, or package files(*.pak) to pass to the plugin for resource access.

For developers that choose to package ultralight assets into paks, there are required resources for the application to withhold, like:

  • resources ("resources.pak") This package MUST be generated by the developer. it should contain the resource package containing the .dat, and the certification file that was included with the plugin. NO MAIN RESOURCES SHOULD BE STORED HERE, THE PLUGIN WILL REFUSE/NOT READ ANY OTHER FILES.

  • inspector ("inspector_resources.pak") This is optional, and not really recommended for release, but it is possible for the developer to store inspector assets here. the plugin doesn't care what extra assets are stored within this package, but it will require the actual inspector assets to be contained.

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