- I fucked up Nativized Blueprints on my machine when I updated from 4.17 to 4.18, so they may be broken on your machine too. Either way, I have disabled Blueprint nativization for the time being. I suspect a 100% fresh install of GalavantUnreal will resolve this. *Update:* I had to delete a duplicate of the NativizedAssets plugin from GalavantUnreal/Intermediate/Plugins which was in a folder "LinuxNoEditor" just to compile. Perhaps my workflow created this folder erroneously? This appears to have fixed Nativized Blueprints for me. I'll leave this note here in case it happens again to me or anyone else
- I added a hack which makes the editor auto scale to my desired DPI settings. I run the command `HighDPI` in game and it'll make the editor scale for the rest of the runtime
- When exporting .FBX Skeletal meshes from Blender, ensure `Forward` is `Y Forward`, `Up` is `Z Up`, and in `Armature` settings, uncheck `Add Leaf Bones`.
- I set my standalone builds to run with these options: `-windowed -resx=1920 -resy=1080`. I have a 4K monitor which is too performance intensive in game at native, and prefer windowed while working
-`stat StartFile`, `stat StopFile`: Record profiling data. Goes to the nearest `Saved` folder to the executable. Open Window > Developer Tools > Session Frontend and go to the Profiler tab to do anything useful with this data