<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:media="http://search.yahoo.com/mrss/">
  <channel>
    <title>unreal-engine on stillcooking.dev</title>
    <link>https://stillcooking.dev/en/tags/unreal-engine/</link>
    <description>Personal portfolio and technical notes</description>
    <generator>Hugo</generator>
    <language>en-US</language>
    
    <copyright>© 2026 stillcooking.dev — CC BY 4.0, https://creativecommons.org/licenses/by/4.0/</copyright>
    <lastBuildDate>Wed, 30 Sep 2026 21:19:38 +0000</lastBuildDate>
    <atom:link href="https://stillcooking.dev/en/tags/unreal-engine/index.xml" rel="self" type="application/rss+xml" />
    
    <item>
      <title>StillCooking_Tools</title>
      <link>https://stillcooking.dev/en/products/stillcooking-tools/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
      <guid isPermaLink="true">https://stillcooking.dev/en/products/stillcooking-tools/</guid>
      <description>A collection of small, reusable Unreal Engine tools — base classes, helpers, and routine operations.</description>
      <content:encoded><![CDATA[<p>StillCooking_Tools is a grab-bag of small, reusable Unreal Engine utilities — base classes,
helpers and common operations that are useful across unrelated projects, kept in one place with
one version instead of being copied from project to project.</p>
<p>It is deliberately not a framework: every entry stands on its own, so you can take one class or
one Blueprint node and ignore the rest. Nothing here depends on anything outside the engine.
Inside: <code>USCTickableObject</code>, a <code>UObject</code> that ticks every frame without being an Actor or a
Component; a console command registry whose commands have Blueprint bodies; four Flow nodes —
<strong>For Each Index With Delay</strong>, <strong>For Each Index Per Tick</strong>, <strong>Do For Duration</strong> and
<strong>Wait Until</strong>; and <strong>Print String Formatted</strong>, a <code>Print String</code> whose <code>{Placeholders}</code> become
pins. The C++ cores under the Flow nodes are usable directly.</p>
<h2 id="limits-worth-knowing-up-front">Limits worth knowing up front</h2>
<ul>
<li><strong>A C++ project is required.</strong> The plugin is distributed as source and compiled together with
your project, so a Blueprint-only project will not build it.</li>
<li><strong>Two entries are development-only.</strong> The console command registry compiles its registration
out of Shipping, and <code>Print String Formatted</code> is compiled out of Shipping and Test builds.</li>
<li><strong>The C++ layer under the Flow nodes is EXPERIMENTAL.</strong> The Blueprint nodes are stable; the
<code>FSCFlow*</code> classes under them may change shape without a major version bump.</li>
<li><strong>Nothing replicates.</strong> No entry knows about the network.</li>
<li><strong>Game Thread only.</strong> Nothing in the plugin is thread-safe; calls from other threads are
unsupported.</li>
</ul>
<p>The whole list: <a href="/en/products/stillcooking-tools/docs/advanced/limits-and-threading/">Limits</a>.</p>
<p>The plugin is free, distributed as C++ source on GitHub under the MIT license.</p>
]]></content:encoded>
      
    </item>
    
  </channel>
</rss>
