Category: Uncategorized

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……


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……


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……


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……