Extending the details panel

In this post I’m going to show you how to extend the details panel inside the engine to expose more customised……


Creating a File Picker

In this post we’re going to see how to create a basic File Picker inside Unreal Engine. We’re going to use the built-in tools that the engine provides and read a text file.

Download the entire source code from my GitHub repo

Adding the required Dependencies

For this post I have created a C++ project using the 4.20……


Performing Http calls

In this post we’re going to see how to use the http module that is built inside the engine to perform http calls to various APIs. We’re going to perform a basic http call without sending any data, however I have commented out the code that you can use in order to send simple data……


Vertex Painting at Runtime

In this post we’re going to see how we can paint vertices during runtime. This post was created with Unreal Engine 4.20 so if you’re using another version you may need to update the code to match Epic’s API for the engine you’re using. It’s worth mentioning that the following code runs in packaged builds……


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 entire source code from my GitHub repo

While there are several components and plugins (most notably RuntimeMeshComponent by Koderz) that you can use in order to create procedural meshes in UE4, I’m going to……


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……