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  <title>GPUBrainStorm - Think deeply.</title>
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    <![CDATA[<p>Hi, I’m Mohamad, a Technical Lead at Esports Middle East in Dubai. I specialize in developing real-time streaming solutions, game development, and technical infrastructure for esports events. With a background in Information Systems Engineering (Intelligence Systems) and proficiency in multiple programming languages like C++, Python, and JavaScript, I am passionate about experimenting with new technologies and pushing the boundaries of what's possible. Always learning, never giving up, and committed to delivering high-performance solutions, I work across cloud platforms like AWS and Google Cloud to power scalable esports operations.</p><p><br></p><p>Our Projects Library:</p><p><a href="https://www.behance.net/esportsme" rel="noopener noreferrer" target="_blank">https://www.behance.net/esportsme</a></p><p>My Accounts:</p><p><a href="https://github.com/GPUbrainStorm" rel="noopener noreferrer" target="_blank">GitHub</a> - <a href="https://www.behance.net/2e394b0a" rel="noopener noreferrer" target="_blank">Behance</a> - <a href="https://www.linkedin.com/in/mohamad-darwish-kakashi/" rel="noopener noreferrer" target="_blank">LinkedIn</a> - <a href="https://www.facebook.com/00kakash17/" rel="noopener noreferrer" target="_blank">Facebook</a> - <a href="https://x.com/DarwishMohamamd" rel="noopener noreferrer" target="_blank">X</a></p>]]>
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  <itunes:author>Mohamad Darwish</itunes:author>
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    <title>A new open-source PostgreSQL integration for UE5</title>
    <guid>34J5bH2lqRC</guid>
    <pubDate>Sat, 06 Dec 2025 15:55:53 GMT</pubDate>
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      <![CDATA[<h1>PostgreSQL Integration Plugin for Unreal Engine 5</h1><p>A lightweight plugin that enables direct PostgreSQL database access inside Unreal Engine, supporting both C++ and Blueprints.</p><p>This is a BETA version, proceed with caution.</p><p>For support, join the Discord server:</p><p> <a href="https://discord.gg/BxHRHDdkNy" rel="noopener noreferrer" target="_blank">https://discord.gg/BxHRHDdkNy</a></p><h2>FEATURES</h2><ul><li>Direct PostgreSQL Connectivity</li><li> Connect Unreal Engine directly to any PostgreSQL server (local or remote).</li><li>SSL Support</li><li> Optional SSL connection with selectable SSL modes and optional root certificate use.</li><li>OS Support</li><li> Currently supports Windows only.</li><li> (Tested on Windows 10 with UE5.2)</li><li>Query Execution</li><li> Run SQL commands, retrieve results, and map rows/columns easily.</li><li>Blueprint-Friendly</li><li> All major operations exposed as simple Blueprint nodes.</li><li>CSV + Structured Results</li><li> Query results can be returned both as CSV rows and structured maps.</li></ul><h2>AVAILABLE FUNCTIONS</h2><p>PG_Connect(...)</p><p> Opens a connection to a PostgreSQL database with optional SSL settings.</p><p>PG_Disconnect(Connection)</p><p> Closes an active PostgreSQL connection.</p><p>PG_IsConnected(Connection)</p><p> Returns whether the connection is valid and open.</p><p>PG_ExecuteNonQuery(Connection, Sql, OutError)</p><p> Executes SQL statements that do not return rows</p><p> (INSERT, UPDATE, DELETE, CREATE, DROP).</p><p>PG_ExecuteQuery(Connection, Sql, PrimaryKeyColumn, OutRowsByPK, OutRowsCSV, OutError)</p><p> Runs a SELECT query and returns data in two formats:</p><ul><li>A map of rows keyed by a primary column</li><li>An array of CSV-formatted rows</li></ul><h2>COMPATIBILITY</h2><p>Precompiled Binaries</p><ul><li>Unreal Engine 5.2</li></ul><p>Source Code</p><p> Should compile normally for other Unreal Engine versions.</p><p>Need precompiled binaries for another version?</p><p> Open an issue or ask on Discord.</p><h2>INSTALLATION</h2><p>Download from Releases:</p><p> <a href="https://github.com/GPUbrainStorm/PostgreSQLPlugin_UE5/releases" rel="noopener noreferrer" target="_blank">https://github.com/GPUbrainStorm/PostgreSQLPlugin_UE5/releases</a></p><p>Precompiled (UE 5.2)</p><p> Place the plugin into your project's "Plugins/" folder and launch.</p><p>From Source Code (Any Version)</p><p> Copy the plugin to your "Plugins/" directory and build the project.</p><h2>USAGE EXAMPLE</h2><p>(Images as reference from GitHub)</p><p>image 1</p><p> <a href="https://github.com/user-attachments/assets/189f1bc8-3896-4b0c-a122-bc75f996a0d9" rel="noopener noreferrer" target="_blank">https://github.com/user-attachments/assets/189f1bc8-3896-4b0c-a122-bc75f996a0d9</a></p><p>image 2</p><p> <a href="https://github.com/user-attachments/assets/5170e131-1944-446c-9b08-fbcdfd1c086c" rel="noopener noreferrer" target="_blank">https://github.com/user-attachments/assets/5170e131-1944-446c-9b08-fbcdfd1c086c</a></p><p>image 3</p><p> <a href="https://github.com/user-attachments/assets/0c0e9957-d9d8-44a6-acf4-3abc5afc1cdc" rel="noopener noreferrer" target="_blank">https://github.com/user-attachments/assets/0c0e9957-d9d8-44a6-acf4-3abc5afc1cdc</a></p>]]>
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    <title>Finally: the new Spout plugin for UE5 over DirectX 12 is ready!</title>
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    <pubDate>Thu, 30 Oct 2025 20:52:32 GMT</pubDate>
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      <![CDATA[<p>Today I published a stable enough release to use and test in real projects. Why is this a milestone for the project?</p><p>Release Notes:</p><p>v1.0.1 — 30 Oct 2025</p><ul><li>Drop-in install:&nbsp;Third-party&nbsp;DLLs &amp; headers are handled automatically. Just copy the plugin into your project’s&nbsp;Plugins&nbsp;folder. Works in Editor&nbsp;and&nbsp;packaged builds.</li><li>Delay-load DLL:&nbsp;Spout.dll&nbsp;/&nbsp;SpoutDX12.dll&nbsp;are delay-loaded; no more “module could not be loaded” when DLLs aren’t beside the editor or in the Binaries folder.</li><li>Auto DLL discovery:&nbsp;At runtime the plugin looks in&nbsp;Plugin/Binaries,&nbsp;Project/Binaries, then&nbsp;EXE directory&nbsp;(packaged) — no manual copying to the Engine folder.</li></ul><p>v1.0.0</p><ul><li>Initial&nbsp;SpoutReceiver&nbsp;component.</li><li>Sender improvements and Blueprint calls.</li></ul><p><br></p><p>The repo:</p><p><a href="https://github.com/GPUbrainStorm/UE5_Spout2_DX12" rel="noopener noreferrer" target="_blank">https://github.com/GPUbrainStorm/UE5_Spout2_DX12</a></p><p>The last release:</p><p><a href="https://github.com/GPUbrainStorm/UE5_Spout2_DX12/releases/" rel="noopener noreferrer" target="_blank">https://github.com/GPUbrainStorm/UE5_Spout2_DX12/releases/</a></p><p><br></p><p>#spout #spout2 #spout_unreal_engine #spout_for_unreal_engine #DirectX12</p>]]>
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    <title>DX12 Spout2 Plugin - Unreal Engine 5</title>
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    <pubDate>Thu, 28 Aug 2025 01:52:36 GMT</pubDate>
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      <![CDATA[<p><strong>UE5_Spout2_DX12</strong></p><p>Open-Source <strong>Spout2</strong> plugin for <strong>Unreal Engine 5</strong> using <strong>DirectX 12</strong></p><p><br></p><p>This plugin enables texture sharing using spout on Unreal Engine via DX12.</p><p>Tested successfully in both live projects and packaged builds.</p><p>Still in alpha and only support sending from UE.</p><p><br></p><p>All details are available on the following link:</p><p><a href="https://github.com/GPUbrainStorm/UE5_Spout2_DX12" rel="noopener noreferrer" target="_blank">https://github.com/GPUbrainStorm/UE5_Spout2_DX12</a></p>]]>
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    <title>DateTimeFunctions-UnrealEnginePlugin</title>
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    <pubDate>Wed, 09 Oct 2024 16:05:00 GMT</pubDate>
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      <![CDATA[<p>This is an Unreal Engine plugin that provides some functions related to Date and Time with a countdown functionality using event binding. Packaged and tested on Unreal Engine 5.2 on windows only but in theory it can be compiled on any other version and for any other platform.</p><p>To use it, just download it on your machine as zip file then extract to your project folder: YourProjectFolder -&gt; Plugins (if this folder doesn't exist you can create it).</p><p>Features:</p><p>1- DateTime operations: Unix Timestamp, Subtract Dates (Result in seconds), Get time in a selected timezone.</p><p>2- DateTime Formating: Format any date to a selected formt. Available formats are: DD/MM/YYYY | MM/DD/YYYY | Mon,DD YYYY | DD Mon YYYY | DD Month YYYY | YYYY-MM-DD</p><p>3- Countdown functionality: Input in seconds, an event can be binded and called on every second to update the seconds.</p><p><br></p><p><a href="https://github.com/GPUbrainStorm/DateTimeFunctions" rel="noopener noreferrer" target="_blank">Link</a></p>]]>
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    <title>VoiceView-OBS</title>
    <guid>iTk9jPoKy-H</guid>
    <pubDate>Sun, 29 Sep 2024 20:13:07 GMT</pubDate>
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      <![CDATA[<p>This is a simple NodeJS code that uses OBS WebSocket to switch sources positions based on audio activity.</p><p>This script can be used multiple times on multiple scenes at the same time.</p><p>How to run:</p><p>1- install NodeJS LTS (This was tested using NodeJS v20.11.1 on Windows10 x64).&nbsp;<a href="https://nodejs.org/en/download" rel="noopener noreferrer" target="_blank">https://nodejs.org/en/download</a></p><p>2- Clone the repository or download and unzip anywhere on your PC.</p><p>3- Start OBS Studio WebSocket on port 4455 with no authentication (You can use auth, but you should add the password to main.js in line 111 replacing undefined with 'YOUR_PASSWORD'). Note: Tested on WebSocket v5.x.x and probably won't work with older versions.</p><p>4- Run using Launch.bat file.</p><p>5- In the command line, enter the scene name and then the main source name.</p><p>6- Test by changing the audio activity on each source.</p><p>Note: this is so simple use case where you have a big frame for the active speaker and all other sources are in smaller frames, when the audio activity changes it will automatically switch the new active source to be in the big frame and the old active source to the smaller frame.</p><p>Testing video on YouTube:&nbsp;<a href="https://youtu.be/7Tv4p-olqqA?si=je1NS_42oGdlS1rK" rel="noopener noreferrer" target="_blank">https://youtu.be/7Tv4p-olqqA?si=je1NS_42oGdlS1rK</a></p><p>If you have any problems running it you can start an issue, and I will try to assist asap.</p><p><br></p><p><a href="https://github.com/GPUbrainStorm/VoiceView-OBS" rel="noopener noreferrer" target="_blank">Link</a></p>]]>
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