Handling Steam Achievements – Steam Integration Part 2

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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

steamintegration

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

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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……


Introduction to UE4 Networking – Part 1

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In this post we’re going to re-create the Blueprint project from the official Networking Tutorials of Unreal Engine 4 into a C++ project. I highly advise you to follow the official tutorials first, since they explain in great detail some of the concepts that will be briefly mentioned here. This post assumes you’re familiar with……


Creating an installer for an exported game

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Unreal Engine 4 offers a way to export your game to various platforms such as PC, PS4, Xbox etc… The PC export however, can be played in PCs that already have the engine installed. Having said that, chances are that your friends won’t have UE4 already installed in their PCs so in order to distribute your game……


Plugin creation in UE4

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In this post, we’re going to create a blank C++ plugin in UE4 and then export it to re-use it on another project. I like to think of plugins as a way to create reusable logic that can be added to other C++ projects fast and easy.

Creating a Plugin

Create a blank C++ project and then, navigate……


Creating a Cover System

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In this post we’re going to create a simple cover system in the Third Person C++ Project template.

Before we start, here is the end result of this post:

Download the source code from my github repo

In this post I’m using the 4.13 version of the……


Creating Custom EQS Generators in C++

eqsgenerator_postpreview

In this post we’re going to create our own EQS Generator in Unreal Engine 4. This post assumes you’re familiar with the Environment Query System that resides in UE4. In case you don’t quite remember what this is, check out my previous post here.

Before we start creating our own Generator, check out the end……


Creating EQS Contexts in C++

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In this post we’re going to explore the basics of the Environment Query System (EQS) that resides in UE4. To fully understand this post you need prior knowledge of Behavior Trees and Blackboards since these concepts won’t be explained here. In case you don’t quite remember how these work, check out Epic’s official documentation as well……


Creating Flight Paths using Splines

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In this post we’re going to create some flight paths for our character (similar to the World of Warcraft flight path system). We’re going to omit any UI interactivity for the sake of simplicity. If you would like to include some UMG behavior in the following tutorial, make sure to check out my UMG……