UE4 UFUNCTION Keywords Explained

In this post I will be covering the common keywords used with the UFUNCTION macro in Unreal Engine 4. Each of the keywords covered include a practical code sample and a look at how it compiles into Blueprint nodes.  I left out the networking specific keywords as they deserve a separate post on networking in Unreal […]

Custom SoundNode for Multiplayer in UE4

Ever since the first public release of Unreal Engine 4 I’ve been using a neat little custom SoundNode that makes life easier for audio designers when dealing with mono/stereo sound playback in (networked) games. The node originates from the official ShooterGame sample content available on the Learn-tab of the UE4 launcher. I’ve used it in […]

Building Shooter AI in Unreal Engine 4

You may have seen my earlier blog post about a 4-player coop game I’m working on inside of Unreal Engine 4. It had the first iteration on ranged combat AI and they proved to be a formidable enemy. The problem was they got stale pretty quick, with simplistic and predictable behaviors. The new AI improvements […]

4-player Coop Horde Prototype

Recently I started working on a (4-player) Coop game project in Unreal Engine 4. The game will feature Horde mode including a few others and is build using the C++ Survival Sample Game I built earlier this year for Epic Games. The source for that project is available to all users of the engine. Additional […]

C++ Coop Survival Game’s Final Section

Section 6 is the conclusion to the C++ Survival game series. The final entry in the series is upgraded to support the latest 4.8 version of Unreal Engine. It introduces a new coop landscape map along with many tweaks and bug fixes. In this final section I will go over some of the available features […]

Networking & Carrying Objects in Survival Game

In section 5 of the ongoing survival game series we dive into gameplay networking (Replication). If you are not yet familiar with this ongoing Unreal Engine 4 project made in C++, be sure to check out the Project Overview for information on the series! Furthermore a lot of known issues have been fixed and a […]

Time of Day, Gameloop and Spawning in Section 4 of Survival Game

In section 4 of the ongoing survival game series we introduced a dynamic time of day, advanced player spawning and a basic game loop. If you are not yet familiar with this ongoing project be sure to check out the project overview for information on the series! Read the Section 4 Documentation on the UnrealEngine Wiki Links […]

Survival Game Section 3 on AI & Behavior Trees

Section 3 of the ongoing open-source Survival Game project is now available with documentation and source. In this section we dive into AI using PawnSensing and Behavior Trees using mostly C++. Check out the documentation on the Unreal Engine Wiki or directly download the latest project source through GitHub!

Using C++ Timers in Unreal Engine 4

With a recent change in the C++ API, the FTimerHandle was introduced to gameplay timers. At the time of writing the documentation for this is not up-to-date, so I thought I should share some information on how to work with timers in C++ with this mini tutorial. For practical examples on timers check out my C++ […]

[Tutorial] UsableActor System in C++

Introduction In this first part I will show you a C++ implementation of an usable actor that can be activated (open/close door or pickup object) and has hooks for start/end mouse-over (eg. for highlighting of the object) at the end of the tutorial I will demonstrate a blueprint example of how this system can be utilized plus […]