Category: Uncategorized

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……


Creating console commands

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……


Creating Interface classes in UE4 using C++

Using interfaces can make your code more flexible and save you some time from writing the same code again and again. Imagine that you are creating a game which has say 500 actors that are totally different from each other and you want some specific functionality in all of them. Moreover, let’s say that in……


Construction Script based on C++

Each time you make a change to a Blueprint (for example you drag it to a different position on your map) it’s construction script runs. This script contains code which is responsible for certain initialization operations. Using the construction script can accelerate certain operations, for example you can create an actor which generates random foliage……