Writing custom HLSL shaders?

The problem with Unreal is that it defaults to these editor-level tools as the proposed “primary solution” instead of having them as a “secondary” one.

There’s a common pattern emerging through my research on anything about this engine that isn’t already provided to you and it’s that the engine was designed in a way that makes it multiple times more hassle and bother to work with anything in this engine that doesn’t already support what you’re trying to do? Quite the opposite of productive and ideal, I’d say.

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