Category: Uncategorized

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……

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 By the time of this writing the official documentation page is outdated.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 Depending on the time you’re reading this, this information may be outdated as well.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,……

Creating an installer for an exported game

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

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 C++ Level Blueprint

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
Open up……

Handling level streaming through C++

In this post we’re going to implement a project that uses level streaming. Then, using a custom console command, we will be able to load and change the position of the desired sub levels.

For this tutorial I’m using the 4.12 version of UE 4……

Dynamic Materials – Communicating with the Material Editor using C++

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……

Utilizing Unreal Engine’s reflection system

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……