Simstim

Unreal

Editor scripting, Python, PCG and pipeline work in Unreal Engine.

Posts

  1. UnrealWeek in TD, Oct 18–24, 2026: Epic's AI game jam runs on Unreal MCP, where your docstring is the APIIn the week of Oct 18–24, 2026, Epic announced an AI MegaJam built around Unreal MCP, the editor's server for AI agents. We ran a small Python toolset through it in Unreal Engine 5.8.4 to see what a model reads: the whole docstring, a schema built from type hints, and arguments that are converted rather than checked. · 8 min read
  2. UnrealLinting game assets: a 40-line Python script that audits normal maps in an Unreal projectUnreal's editor exposes every asset's typed settings to Python. A short linter finds normal maps stored with colour settings, fixes them through the editor's own property path, and fails a headless build when it finds one. Run in Unreal Engine 5.8.2. · 8 min read
  3. HoudiniHoudini 22 two months in, with production build 22.0.429 and Houdini Engine for Unreal 4.0.1Houdini 22 is on its first production-build update, Houdini Engine for Unreal 4.0.1 targets it, and HIVE Equinox just wrapped in Toronto. · 4 min read
  4. UnrealBox3D in Unreal: Determinism, Thread Counts and the Fixed StepWhat Box3D promises about determinism, what the worker count does and doesn't change, and how to step it from Unreal so a sim reproduces. · 7 min read
  5. LatestOpenUSD 26.08, AOUSD's ISO push and VFX Platform CY2027OpenUSD 26.08 ships LOD and Profiles schemas, AOUSD starts ISO work, CY2027 is final, and Unreal and Blender take new USD steps. · 4 min read
  6. UnrealPhysics inside Control Rig in Unreal Engine 5.8, and how it is builtControl Rig Physics is Beta in 5.8 and Control Rig Dynamics is new. What each does, the node set, and how it differs from Physics Control. · 6 min read
  7. UnrealScripting Control Rig with Python in Unreal Engine 5.8: bones, controls and graph nodesBuild Control Rig hierarchies and graphs from Python in UE 5.8 with ControlRigBlueprint, RigHierarchyController and RigVMController. · 5 min read
  8. UnrealOne frame, one beat: latching musical time against Unreal's tick orderWhen every actor reads a live clock, effects that should hit together drift with tick order. Snapshot the beat once per frame and read that instead. · 5 min read
  9. UnrealUnreal Engine 5.8.3, what 5.8 changes for TDs, and the road to UE6What UE 5.8 and its hotfixes change for TDs: PCG, Python, USD, Movie Render Graph, the MCP plugin, Sandboxes, and the UE6 timeline. · 4 min read
  10. UnrealPython editor scripting in Unreal Engine 5.8, for Houdini and Maya TDsEnable the Python plugin, find where scripts run, and start with three short snippets for selected actors and Content Browser assets. · 4 min read
  11. UnrealRecording Chaos physics in Unreal? Lock the frame rate firstFrame-coupled Chaos drops simulated time when capture runs slow. A fixed frame rate, plus one Take Recorder setting, makes every recorded frame one exact physics step. · 5 min read
  12. UnrealTick() and fixed-step physics in Unreal, and why two clocks drift apartWhy frame-rate Tick and physics steps drift apart in Unreal, how a fixed-step accumulator works, and why two accumulators need one shared clock. · 6 min read
  13. LatestWelcome to SimstimJack into someone else's hours in the viewport. Notes, tutorials and fast references for TDs across Houdini, Unreal, Blender and Rhino. · 3 min read