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epicgames
unrealengine
HISTORICAL RECORD2014–2026
epicgames / unrealengine · Not publicly available

unrealengine

Discover this repository through its Hacker News conversations.

16Distinct people
16Mentions
0Explicit recommenders
REPOSITORY AT A GLANCE

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This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 3:56:07 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by year16 dated mentions

Observed mentions: 2014-05-17 01:49:19 UTC to 2026-06-17 19:36:38 UTC.

01232014-01-01 00:00:00 UTC to 2015-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments20142015-01-01 00:00:00 UTC to 2016-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2016-01-01 00:00:00 UTC to 2017-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2017-01-01 00:00:00 UTC to 2018-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments2018-01-01 00:00:00 UTC to 2019-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2019-01-01 00:00:00 UTC to 2020-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2020-01-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments20202021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments2022-01-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 3 mentions; 0 submissions, 3 comments2023-01-01 00:00:00 UTC to 2024-01-01 00:00:00 UTC (exclusive): 3 mentions; 0 submissions, 3 comments2024-01-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments2025-01-01 00:00:00 UTC to 2026-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2026-01-01 00:00:00 UTC to 2027-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments. Incomplete calendar period.2026*

* An incomplete calendar period is marked with an outlined bar. Its count is not directly comparable with a full period.

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
20142014-01-01 00:00:00 UTC2015-01-01 00:00:00 UTC101
20152015-01-01 00:00:00 UTC2016-01-01 00:00:00 UTC000
20162016-01-01 00:00:00 UTC2017-01-01 00:00:00 UTC101
20172017-01-01 00:00:00 UTC2018-01-01 00:00:00 UTC202
20182018-01-01 00:00:00 UTC2019-01-01 00:00:00 UTC101
20192019-01-01 00:00:00 UTC2020-01-01 00:00:00 UTC000
20202020-01-01 00:00:00 UTC2021-01-01 00:00:00 UTC000
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC202
20222022-01-01 00:00:00 UTC2023-01-01 00:00:00 UTC303
20232023-01-01 00:00:00 UTC2024-01-01 00:00:00 UTC303
20242024-01-01 00:00:00 UTC2025-01-01 00:00:00 UTC202
20252025-01-01 00:00:00 UTC2026-01-01 00:00:00 UTC000
2026 (partial)2026-01-01 00:00:00 UTC2027-01-01 00:00:00 UTC101

What Hacker News says

16 sources
See also this comment in the Unreal Engine code about putting a nop in before as well: https://github.com/EpicGames/UnrealEngine/blob/26677ca1b3c97... // Q: Why is there a __nop() before __debugbreak()? // A: VS' debug engine has a bug where it will silently swallow explicit // breakpoint interrupts when single-step debugging either line-by-line or // over call instructions. This can hide legitimate reasons to trap. Asserts // for example, which can appear as if the did not fire, leaving a programmer // unknowingly debugging an undefined process. (This comment has been there for at least a couple of years, and I don't know if it still applies to the newest version of Visual Studio.)
In Two handy GDB breakpoint tricks
> you can still use it with smart pointers provided by any other library Is the point of having a kitchen-sink library like this not that you dont have to reach for a 3rdparty library for things that you need 'all the time'? Certainly, not everyone needs it. ...but, not everyone needs threads either. Not everyone needs an http server; and yet, if you have an application framework that provides them, when you do need them, it saves you reaching for yet-another-dependency. Was that not the point from the beginning? unique_ptr is a fundamental primitive for many, as you see from some other frameworks (1), and implementation is not always either a) trivial, or b) as simple as 'just use std::unique_ptr'. This does seem like a very opinionated decision with reasonably unclear justification; perfectly fair, you're certainly not beholden to anyon
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e to implement features just because they want you to, but I think it's difficult to argue there's not concrete use for something like this, in a way that aligns with the project principals. I would go so far as to argue that: > Do not allocate many tiny objects with their own lifetime (and *probably unclear or shared ownership*) Is hostile to not having a unique pointer. [1] - eg. https://github.com/EpicGames/UnrealEngine/blob/release/Engin..., https://github.com/electronicarts/EASTL/blob/master/include/...
In Sane C++ Libraries
The triggering comment was this > Perfect for gorgeous looks, can push asap @EpicGames/artv2-admin @EpicGames/developers @EpicTeamAdmin The entire diff of the PR is: diff --git a/README.md b/README.md index b0b4f5d..61b95bb 100644 --- a/README.md +++ b/README.md @@ -1,12 +1,18 @@ # Epic Games +<div align="center"> + <img src="https://cdn2.unrealengine.com/Epic+Games+Node%2Fxlarge_whitetext_blackback_epiclog…" width="20%" min-width="100px" /> +</div> + Unreal Engine is now [free](https://www.unrealengine.com/blog/ue4-is-free)! -To access our repositories, sign up for a free account at [UnrealEngine.com](https://www.unrealengine.com) and register your GitHub ID using [these instructions](https://www.unrealengine.com/
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ue4-on-github). +To gain access for our repositories, sign up a free account on [UnrealEngine.com](https://www.unrealengine.com) and register your GitHub ID using [these instructions](https://www.unrealengine.com/ue4-on-github). -After that, you can find our repositories here: +After that, you may able to find our repositories here: * [Unreal Engine](https://github.com/EpicGames/UnrealEngine) * [Unreal Tournament](https://github.com/EpicGames/UnrealTournament) (Note that you must be signed into GitHub for these links to work.) + +Have Fun !!
In GitHub user sends notification to 400k users
Yes. Your first compile may take an hour. It took about an hour and a half to get to a running sample game. You get all the source code for what goes on the target machine. It's here, on Github.[1] I tried to load the demo used for the UE5 videos, but that's only loadable through the "Epic Games Launcher", which is Windows-only. It's apparently possible to bash that into running under Wine, but I don't have time to make that work right now. For those who don't know what the deal is with Unreal Engine, there's no charge until you get the first million dollars in revenue. Then they take 5%. The nature of the game industry is that the top 50 or so titles generate almost all the revenue. So, rather than bothering with restrictive licenses for all the little guys, Epic just waits until a successful game starts getting media coverage and shows
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up on the industry charts, then has their billing department contact the game company. [1] https://github.com/EpicGames/UnrealEngine/releases/tag/5.0.0...
In Unreal Engine 5 enters Early Access
A lot of information has been released here: https://docs.unrealengine.com/5.0/en-US/RenderingFeatures/Na... and here https://docs.unrealengine.com/5.0/en-US/RenderingFeatures/Lu... There is also a source code release if you want to dive into that level of detail: https://github.com/EpicGames/UnrealEngine/releases/tag/5.0.0... I don't think the released details are that surprising to those working on realtime computer graphics, but the engineering details and tradeoffs are certainly interesting. Epic has the budget and business case to allocate a team, including some of the best graphics engineers in the industry, to do R&D for over a year to make this a reality.
In Unreal Engine 5 enters Early Access
It is not, just take a look at the third party directory of chromium, where it tracks all its third party dependencies https://github.com/chromium/chromium/tree/master/third_party the main point of their build system gn (similar to bazel) is to have explicit and distribution independent control of all dependencies (typically tied to specific versions). LLVM basically has no system dependencies as well, instead it implements a lot of platform abstractions within the repository (https://github.com/llvm-mirror/llvm/tree/master/lib/Support), the remaining dependencies are mostly build dependencies such as python 2.7 and cmake. Same story for Cryengine (https://github.com/CRYTEK/CRYENGINE/tree/release/Code/Libs) and Unreal Engine (https://github.com/EpicGames/UnrealEngine/tree/release/Engin...). Linux distributions simply duplicate a lot of w
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ork because they are based on a flawed and outdated distribution model, outdated because the main argument for shared libraries disappears with > 1 TB commodity hard drives. The approach taken by the projects above is also the only way to do cross platform development, simply because both Windows, macOS and Consoles don't have the concept of an operating system package manager. (If you are using homebrew for development on mac, you will run into a lot of trouble sooner or later).
In Build2, a Cargo-like dependency and build manager for C/C++

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