Unreal Post Asset Import Actions (#notGDC 2023)
Ryan Dowling-Soka
Proposed by Jan Mróz
Visit resource ↗Description
Unreal Post Asset Import Actions is Ryan Dowling-Soka's #notGDC 2023 article on hooking Unreal post-import events. It compares Python versus C++ proof-of-concept import rule systems - the same pattern extended in Escape Asset Helper.
Intermediate pipeline programmers use it as a readable entry point before diving into C++ import hooks and validator plugins.
Free on ryandowlingsoka.com at the linked URL.
Related resources
- Escape Asset Helper (GitHub)
Open-source Unreal Engine 5.6 C++ plugin for import-time asset naming, validation rules, Content Browser overlays, and optional pre-submit source control checks.
100% match · <code><tool><intermediate><hooks><import><pipeline><programmers><rules> - UnrealImporterRules-CPP (GitHub)
C++ reference implementation of configurable post-import validation and actions in Unreal, extended by Escape Asset Helper.
100% match · <code><soka><assets><comparison><events><hooks><import><pipeline> - Project UMBRAE - Escape Asset Helper (breakdown)
Long-form breakdown of the Escape Asset Helper plugin: import hooks, naming, validators, editor overlays, and source-control pre-submit checks.
88% match · <code><tool><intermediate><blog><hooks><import><pipeline><rules> - Blur Renderer Feature Example/Template for URP / Unity 2021.2 (Alexander Ameye)
Custom Render Passes in Unity is Alexander Ameye's July 2021 ameye.dev note on URP ScriptableRendererFeature and ScriptableRenderPass boilerplate, heavily commented where Unity SRP documentation still feels sparse. The sample applies a two-pass box blur: blit camera color to a temporary buffer, blur vertically then horizontally, with adjustable strength and downsampling.
60% match · <code><intermediate><blog><article><import><pipeline><programmers> - Stop Shipping PNGs In Your Games
Stop Shipping PNGs In Your Games is a September 4, 2025 blog post by Mason Remaley arguing that PNG is a poor runtime texture container for games even though it works well for…
60% match · <code><intermediate><blog><article><assets><pipeline><programmers> - Ghost of Yōtei – tech deep dive
This PlayStation Blog post by Adrian Bentley, Director of Programming at Sucker Punch Productions, is a long-form tech deep dive into systems behind Ghost of Yotei on PlayStation…
58% match · <code><blog><article><programmers><readable><systems> - Data Inheritance
GitHub repository by Mikko Mononen that pairs a written article with C prototype code for data inheritance: creating variations of existing data, overriding values, and…
56% match · <code><article><assets><programmers><systems> - Cyanilux
(cyanilux.com) is Cyan's personal site for free Unity shader tutorials, organized into long-form Posts and effect-focused Breakdowns with expandable screenshots. Posts explain Shader Graph basics, depth, vertex displacement, custom URP renderer features, and render passes.
54% match · <intermediate><blog><article><import><pipeline><programmers> - Fast Subsurface Scattering (John Austin, May 2020)
John Austin's May 2020 johnaustin.io post adds subsurface scattering to Unity's Universal Render Pipeline for a soft Oculus Quest VR look under tight mobile fill-rate limits. Instead of deferred light-buffer blur, he uses forward wrapped diffuse from a Journal of Graphics Tools paper, with Valve-style wrapping, normalization, and a custom HLSL LightingSubsurface pass.
54% match · <intermediate><blog><article><import><pipeline><programmers> - Inresin
Louis Waloschek's WordPress technical art blog: a small set of long Unity Built-In Render Pipeline tutorials rather than a formal curriculum. Articles cover selective PPv2 effects by packing mask data into opaque shader alpha, stylized interior lighting faked with global position arrays and C# managers, and terrain-mesh blending through auxiliary cameras and replacement shaders.
54% match · <intermediate><blog><article><import><pipeline><programmers> - Linden Reid
Reid works at Uncommon Games after Blizzard and EA; posts are not employer-sponsored.
54% match · <intermediate><blog><article><assets><import><programmers> - Rendering Realtime Caustics (Alexander Ameye)
Alexander Ameye documents a Unity real-time caustics approach using projected textures or light cookies combined with depth-aware sampling, building on his render-feature tutorials. Explains artist controls, performance pitfalls, and when to fake caustics versus offline path tracing.
54% match · <intermediate><blog><article><import><pipeline><programmers> - second post discussing 3D
BorisTheBrave’s 2018 post is the 3D installment of a marching-cubes series on smooth destructible terrain.
54% match · <intermediate><blog><article><extended><import><programmers> - Soft-body Shader (Crumble, BruteForceGame)
Brute Force Games’ devblog chapter presents a soft-body/jelly shader approach for their Crumble title - vertex deformation and material response that sell squishy physics without f
54% match · <intermediate><blog><article><assets><import><programmers> - Better sRGB to greyscale conversion
Better sRGB to greyscale conversion is an October 2025 technical blog post on 30fps.net about converting gamma-encoded sRGB to greyscale without misusing Rec.
54% match · <intermediate><blog><article><comparison><pipeline><programmers> - Introduction to Clustered Meshlet Optimization
This Simplygon product blog post by Jesper Tingvall introduces clustered meshlets as a Simplygon optimization feature for mesh-shader oriented engines.
54% match · <code><blog><article><entry><programmers><python> - Our Workflow with Blender and Godot
Our Workflow with Blender and Godot is a Blender Studio blog post by technical director Simon Thommes on the Blender-to-Godot pipeline used for the DOGWALK game. It describes a…
54% match · <code><tool><intermediate><blog><assets><import><pipeline> - RenderDoc
Open-source frame debugger for D3D11/12, Vulkan, OpenGL, and Metal.
48% match · <tool><hooks><pipeline><python><unreal> - Tool Brick (GitHub)
Procedural LEGO building pipeline for Unreal: LDraw ingestion, Houdini PDG stud-snapping, and in-engine placement covering roughly 945 parts.
48% match · <code><tool><intermediate><import><pipeline><unreal> - Tool Brick - Houdini PDG and stud algorithm (breakdown)
Breakdown of Tool Brick's Houdini side: PDG batching, stud-snapping geometry, and preparing LDraw parts for Unreal import.
48% match · <code><tool><blog><import><pipeline><unreal>