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About Me

Hi, I’m ayumax! I’m a software engineer specializing in application development with C#, Unreal Engine code plugins, and cloud services using AWS.

On this blog, I share technical notes and daily topics related to my work and interests.

Unreal Engine Code Plugins

I publish code plugins for Unreal Engine on Fab. Feel free to check them out if you’re interested!

Released Froola

Froola https://github.com/ayumax/Froola Froola is a tool I created for testing Unreal Engine code plugins on multiple platforms simultaneously and generating plugin packages. Originally, I had developed several UE plugins that supported Windows and Mac platforms, which made package creation a tedious process each time. This is because in a Windows environment, you can create packages for Windows, Android, and Linux, but not for Mac and iOS. Therefore, I had to build the plugin in both Windows and Mac environments, and then combine them to create a single plugin package. ...

2025-05-05 · 7 min · 1299 words · ayumax

HUAWEI FreeBuds 3 vs FreeBuds 3i

FreeBuds 3 and FreeBuds 3i FreeBuds 3 and FreeBuds 3i are wireless earphones sold by HUAWEI. Since FreeBuds 3i came out after FreeBuds 3, it might seem like the 3i is more powerful, but it feels more like a power-down in features other than noise cancellation. The price also reflects this; as of writing this article, the 3 costs around 20,000 yen on Amazon, while the 3i is around 13,000 yen. This also suggests that more effort was put into making the FreeBuds 3. ...

2020-09-20 · 5 min · 1023 words · ayumax

Updating a WinUI 3 Preview 1 Project to Preview 2

WinUI 3 Preview 2 I didn’t notice for about half a month, but WinUI 3 Preview 2 was released. WinUI 3 Preview 2 (July 2020) So, I tried updating the following WinUI 3 Desktop project, which I previously created using WinUI 3 Preview 1, to Preview 2. This is a record of that process. Since I basically just followed the official instructions, there isn’t much useful information here. Updating the Environment I’ll check the environment according to the description on the official page. ...

2020-08-07 · 3 min · 510 words · ayumax

Handling Unfocused State in UE4 Windows Packages (Sound Playback, GamePad Input)

Behavior When Unfocused I use UE4 for non-game purposes at work, often alongside other applications on Windows. A common pattern is creating the display part with UE4 and a controller-like part with WPF, then using them together. In this pattern, the focus inevitably goes to the WPF application, leaving the UE4 window unfocused. This caused the following problems: Sound cannot be heard GamePad input cannot be captured I couldn’t find solutions for these for a while, but after checking the Engine source, I found countermeasures for both, so I’m writing them down as a memo. ...

2020-05-31 · 3 min · 546 words · ayumax

Change from UProperty to FProperty (UE4 4.25)

Unreal Engine 4.25 Preview The other day, the Preview of UE4 4.25 became available for download. (As of writing this article, it is Preview 3) The contents are described on the following page. Unreal Engine 4.25 Preview - Unreal Engine Forums Among the many updates, the following item caught my eye. (The FProperty Refactor… part) The content is “From 4.25, UProperty has become FProperty and is no longer a UObject.” ...

2020-03-22 · 4 min · 833 words · ayumax

ObjectDeliverer Ver 1.5.0 Released - Enhanced Object Json Serialization Feature

Today, ObjectDeliverer Ver 1.5.0 was released to the Marketplace. ObjectDeliverer: ayumax: Code Plugins - UE4 Marketplace The main implementation this time is the enhancement of the Object Json serialization feature. I previously wrote about this as a current issue in a past article. Let’s Serialize UObjects to Json - AYU MAX This release implements features to improve the issues mentioned above. Implemented Items The following two items have been addressed. ...

2020-01-24 · 2 min · 397 words · ayumax

Looking Back on 2019

This year went by fast. It felt like the year ended in the blink of an eye, but just like last year, I want to try looking back on the year. Last year’s reflection is here: Looking Back on the Year and Resolutions for the New Year - AYU MAX What Did I Do? Month What I Did January Created ObjectDeliverer February Listed ObjectDeliverer on the Marketplace March Created VR content and presented it to the company April Got VR work May Tried Pimax 8K Tried .NET Core June Listed EasyXMLParser on the Marketplace Listed EasyJsonParser on the Marketplace July Listed WindowCapture2D on the Marketplace August Created AR content with UE4 + ARKit September Experimented with IL2C + UE4 Got AR work October Gave a Lightning Talk at .NET Conf 2019 meetup in AICHI November Exhausted and an empty shell December Posted one article each for C# and UE4 Advent Calendars VR Development A major event this year was starting VR development at work. ...

2019-12-31 · 3 min · 552 words · ayumax

Creating a Remote Touch Display with UE4+ARKit

The other day, wanting to give shape to an idea I had, I created something like this ↓. ARKitを使ったリモートタッチパッドの実験。精度がまだ荒いけど基本的には上手くいってる。#ue4 #arkit pic.twitter.com/Kt5E5fPCQn — ayuma (@ayuma_x) December 26, 2019 When you trace your finger over the iPad, a line is drawn on the display inside the iPad, but when you remove the iPad, the same line is drawn on the actual display. This might be confusing at first glance, but actually, nothing is added to the iPad side display. Only the camera feed is shown on the iPad’s display. ...

2019-12-28 · 5 min · 942 words · ayumax

Let's Serialize UObjects to Json

This article is the 20th day post for the Unreal Engine 4 (UE4) Advent Calendar 2019. Unreal Engine 4 (UE4) Advent Calendar 2019 - Qiita I have a plugin called ObjectDeliverer published on the Marketplace. This article is about the “function to serialize objects to Json” implemented in this plugin. For example, if you have a Blueprint (inheriting from Object) with Variables defined like this, It will be converted into a Json string like this. ...

2019-12-20 · 8 min · 1704 words · ayumax

Unloading Assemblies in .NET Core

Mechanism for Unloading Assemblies This article is for the 10th day of the C# Advent Calendar 2019. An application I create for work (made with .NET Framework) has a user plugin (DLL) loading feature. This feature allows users to add functionality to the development tool by creating their own DLLs according to rules. This feature involves the development tool loading the relevant DLLs once, querying them, and then unloading DLLs that don’t need to be loaded. ...

2019-12-10 · 7 min · 1301 words · ayumax