Monthly archives: February, 2016

Construction Script based on C++

Each time you make a change to a Blueprint (for example you drag it to a different position on your map)……


Actor Spawning and GetDefaultObject

Sometimes we need to spawn Actors in-game which are based on C++ classes. Moreover, we’re going to see what the function GetDefaultObject<T> does and why you should know about it! Let’s get started!

Actor Spawning

For this post, we will create two Actors. One will contain some dummy logic just for the sake of this post (let’s……


Understanding Lambda Expressions

In some cases, you may need to create a useful piece of code, which will be used just once. That moment, you might find yourself thinking about creating a function for that (which, in this particular case, will only get called once) and I imagine that while you’re thinking that you might be cringing (at least I would). Consider the following example:

You need to……


Using Delegates

Delegates in C++ are used in a number of cases. However, in this post, think of delegates as pointers that point to specific functions. Having said that, through delegates we can call the functions that they are pointing to when something happens. In fact, you might already seen delegates in UE4 in a number of……