Creating Procedural Meshes

In this post we’re going to see how to create a simple procedural mesh during runtime in Unreal Engine 4.

Download the……


Parsing Json files

In this post we’re going to see how we can parse Json files in our Unreal Engine project.

Download the entire source code from my GitHub repo

For this post, I have created an empty project using the 4.18.3 version of the engine and inside my project’s Content folder I created a folder named JsonFiles and placed……


Hosting a game server

In this post we’re going to host a game server from your PC so that your friends can join you and play the game you’re currently developing. In order to follow this post you will need a non-binary version of the engine built in your PC. So before you continue, you should preferably clone a release version of……


Creating Custom Editor Assets

In this post we’re going to create custom editor assets. In order to extend the UE4 Editor and add your own assets you need two classes:

One class that contains the various properties of your asset
One class (named XFactory where the X stands for the asset’s class name) that constructs the above class as an Editor asset……


Creating Custom Gameplay Debugger Categories

In this post we’re going to see how to create a custom gameplay debugger category. By the time of this writing the official documentation page is outdated.

This post was written in 4.15 version of the engine. Depending on the time you’re reading this, this information may be outdated as well.

Please note that this is a……


Creating Custom Modules

In this post we’re going to see how to create a game module for Unreal Engine 4. Imagine that modules are containers for a collection of related classes. After you’re done with this tutorial you can read more about the pros and cons of multiple module creation in Unreal Engine 4 in the official……


Saving and Loading data

In this post we’re going to see how you can save and load your data in UE4 using the provided API from Epic. We will start by saving and loading primitive data and then move on to save complex data (ie custom classes etc.). For this post, I’m using the 4.15 version of the engine,……


Handling Steam Achievements – Steam Integration Part 2

In this post we’re going to add Achievements to the Third Person Template project we have created in the previous post.

Download the source code from my github repo
Setting up Achievements Name and ID

Before we type any code, we need to inform our game about each achievement (including the name and it’s ID). Remember that……


Integrating Steam SDK – Part 1

In this post we’re going to integrate Steam into the Third Person C++ Project Template that comes with UE4. The end result is shown in the picture above.

Download the source code from my github repo
Requirements

In order to integrate Steam in your game, you need to download the Steamworks SDK and have steam as a client, installed……


Introduction to UE4 Networking – Part 2

In the previous post we have created a basic networking behavior that reduces the health and bomb count of the character that presses the Throw Bomb input. In this final part, we’re going to add the spawn functionality for the bomb and configure our code so every character is damaged if he’s inside the……