Rendering Wounds on Characters in UE4

Earlier this week I tweeted about hit-masking characters to show dynamic blood and wounds. Today I’d like to talk a little about the effect and how it came to be. I’ll talk a little bit about the technical details and some alternatives. The effect is a proof of concept to try and find a cheaper […]

3D Model Viewer for Inventory Systems

Ever since Unreal Engine 4.0 came out I’ve had an inventory tutorial on my blog. I’ve had several people ask me how to create a 3D model viewer for use in such a system. Regardless, this sample project is stand-alone from anything I’ve done previously. You can find the download link to the open-source repository […]

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 […]

Multi-color Outline Post Process in Unreal Engine 4

With some of the recent changes to Unreal Engine 4, rendering multi-color outlines is now possible! This is done through the use of Custom Stencil, a new buffer similar to Custom Depth – but allowing meshes to render as integer values. This provides us with a 1-255 range of indices that can be used to […]

Add mod-support to your Unreal Engine 4 Game

Introduction I will be running you through the process of setting up a mod (or “User Generated Content”) for your Unreal Engine 4 game. I’ve created a sample FPS project with a simple mod included, it’s available for download on GitHub. As a base I used the Blueprint FPS Template. The mod changes the weapon […]

Circular Progress Bar for UMG

We recently added a new locking feature to Switch for which we needed to have progress feedback. For this I built a circular progress bar inĀ UMG. I’m giving away the material to use in your own projects. The download link is at the bottom. If you wish to learn more about the effect, keep reading […]

Recreating Dirty Bomb’s Health Station FX

Dirty Bomb is a first person shooter currently in open beta. I’ve been playing it for a bit and am really enjoying the game. As usual some of the effects caught my eye and got me thinking how they built these exact shaders. In particular the pulse effect from the Health Station by one of […]

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!

Holographic Weaponsight using BumpOffset

As a small personal experiment I built a holographic weapon sight in Unreal Engine 4 a while back. Some people were wondering how it was made and it is really quite simple – it all relies on the BumpOffset-node. The material is available for download at the bottom of this page! To find out more […]

Announcing the first section for Survival Game

We’ve announced the contents & features of Section 1 for the upcoming Survival Sample Game over at the official forums. “The game is a third person survival game focusing on familiar mechanics from games in this genre. You’ll have to find a weapon to defend yourself. Food and ammunition are spread throughout the level and […]