In this post we’re going to see how to create a custom gameplay debugger category. By the time of this writing……
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……
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,……
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……
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……
In this post we’re going to create a level blueprint which is based on a C++ class.
(For this post, I’m using Unreal Engine 4.12.5)
Creating a C++ Level Blueprint
Fortunately, Epic has provided a straightforward way to create a Level Blueprint (which is based on a C++ class):
Add a new C++ class which inherits the LevelScriptActor class
In this post we’re going to see how we can communicate with the Material Editor and change specific parameters of our Materials during runtime.
Creating a dummy Material
Create a material which consists of two parameters:
A Vector Parameter, connected to the base color input
A Scalar Parameter, connected to the metallic value
Here is a screenshot of my material so……
In this post, we’re going to utilize the built-in reflection system in UE4 to perform changes in our game at runtime. Reflection is the ability of a program to inspect its own code (or other associated code) and change at runtime (for more information about reflection, click here). By default, C++ isn’t capable of that, however……
In this post we’re going to create our own custom console commands. Unreal Engine 4 provides a specifier named Exec, for the UFUNCTION macro which declares that the following function can be executed through the console window of the engine (to open up the console window press the ~ key in your keyboard). However, there……
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- Publications, Unreal Engine 4
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- Plugins, Unreal Engine 4