Unreal Buddies
Practical Unreal Engine knowledge.
Written and reviewed by developers.
Guides, debugging notes, and architecture deep-dives — searchable by class, system, engine version, and difficulty.
AI is limited to formatting and readability. Every article is checked for accuracy and tagged into a clean taxonomy.
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Thank you, contributors.
- Aaron
- Abouzar Pourranjbar
- Aditya Dash
- Adrien Fabre
- Aleksandra Petkova
- Alex Bolotin
- Álex Gómez
- Alex Kong
- America Hathman
- Amr Hamed
- Ari Arnbjörnsson
- Aryan Naidu
- Bartlomiej Banas
- BDC_Patrick
- Ben
- Cristian Cumparatu
- Denis Dovnar
- Dmytro Bielyi
- Duncan McClellan
- Eugene Savych
- Furkan BALCI
- IndiaHV
- Jahid Ahsan
- Joan Villora Jofré
- Jonathan Savery
- Joshua Pickering
- Kevin Bleicher
- Maksim Shekoian
- Mikhail Shostak
- Mohammad amin Ranjbar
- Mohammed "Mickey" Omar
- Mykhailo Kravets
- Nevfel Emre ÇİÇEK
- Pavel Ksenofontov
- Peter Brobby
- Rui Miguel Fernandes
- Sandarsan
- Shreyam Roy
- TactileVisions
- Vahab Ahmadvand
- Vanan Andreas
- Yoan Rock
- Yousf Jeber
- Zainab Al-Ansari
Want to support my work?
Unreal Buddies will always be free. If you find it useful, you can buy me a coffee. No pressure, just appreciation.
Frequently asked questions
Why not just use Discord?
Discord is great for chatting, but finding an answer from three months ago can be a headache. Useful posts get buried. I wanted a place where you can browse and filter articles and resources without digging through old conversations.
Why not just use Epic's learning platform?
This started as a database I wanted for myself. I had links, articles, and notes scattered everywhere, and I wanted them all in one place. Then I thought it might be useful to my friends and other Unreal programmers too, so I made it public. For free.
What's the goal? Will it stay free?
The goal is to help people find useful information and spend less time searching. The articles, resources, and knowledge base will stay free, with no account needed to browse.
I'd also like to create more content and courses in the future. If that happens, I might feature them here, or offer things like code reviews, interview prep, or code and commits to study. Maybe a small shop too. Nothing is planned for now.
Anything paid would be a separate, optional offer for people who find it useful or want to support my work. You won't need to buy anything to keep using the knowledge base.
Why can't I find a post from the old Unreal Buddies community?
Some older Bettermode posts were questions without an answer, so they were moved to a project archive outside the website while we keep the public knowledge base focused on useful articles. Posts that had a helpful response were rewritten as articles where possible.
Resources and plugins were moved into the Resources section to make them easier to find without an extra layer of indirection. If you think something was moved or classified incorrectly, please contact us at contribute@yoanrock.com.
What else would you like to add to the website?
A feed page would be great: a place where you can scroll through Unreal Engine videos and Shorts in a format that feels closer to TikTok or YouTube, without the unrelated recommendations.
I'd also like to add a code review space where developers can share code and receive thoughtful reviews, so less experienced developers can learn from the community. Another idea is a practice interview area with questions, answers, and guidance on what to study.
Five years ago, I would have loved to find a place like this: a focused collection of useful resources without having to sort through an increasingly noisy internet. That's a big part of why Unreal Buddies exists.
How are articles selected?
Submissions aren't automatically published. I review them first and try to keep the database focused on content that is useful, technically relevant, and worth keeping around.
Can I submit my own content?
Yes. You're welcome to submit something you've written or created yourself.
The goal isn't to avoid self-promotion entirely; it's to avoid low-quality promotion. If your content teaches something useful and is relevant to Unreal Engine developers, it can belong here.
Do you use AI to create the content?
AI may occasionally be used to help with formatting, restructuring, summaries, or grammar.
It isn't used as a replacement for technical review. Content added to the database is checked manually, and the goal is to keep technical information useful and trustworthy rather than generate articles at scale.
How do I know the information is still accurate?
Unreal Engine changes quickly, so some resources will eventually become outdated.
Whenever possible, articles include information such as the Unreal Engine version, topic, date, or relevant tags to help give you context.
If you notice something that is outdated or incorrect, you can report it at contribution@yoanrock.com so it can be reviewed.
Can I report an incorrect or outdated article?
Yes, and please do. Unreal Engine APIs and workflows change frequently. If something no longer works, contains an error, or could be misleading, reporting it helps keep the database useful for everyone.
Is this only for Unreal Engine programmers?
Programming is the main focus, especially C++, Blueprints, gameplay systems, UI, architecture, tools, networking, and technical workflows.
However, useful technical resources from adjacent areas may also be included when they're relevant to Unreal Engine development.
Why are there links to external websites?
The goal isn't to rewrite everything that already exists. Sometimes the best resource is an Epic documentation page, developer blog, GitHub repository, forum discussion, video, or article written by someone else.
Unreal Buddies helps organize and surface those resources so they're easier to find again.
Do I need an account?
No. You can browse and search the knowledge base without creating an account.
Who maintains Unreal Buddies?
Unreal Buddies is currently maintained by Yoan Rock, with resources and suggestions coming from the wider Unreal Engine community.
The project started as a personal collection of resources and gradually turned into something I wanted to make available to everyone.
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