Using C++ Timers in Unreal Engine Timers are incredibly helpful for gameplay programming in Unreal Engine. The syntax is a little tricky if you’re not too familiar with C++, this blog post will cover all the important features and syntax on...
Holographic Weaponsight Material 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...
Distance Fields in Unreal Engine Unreal Engine leverages the power of Signed Distance Fields for Ambient Occlusion and more recently added Ray Traced Distance Field Soft Shadows. I will briefly discuss and demonstrate both effects as a result of some...
Gradient Fresnel Shading for Rim Lighting Background During the Unreal 4 Beta I experimented a lot with materials, one of these experiments was inspired by Star Wars: The Old Republic’s cinematic character lighting presentation. I wondered how their ambient fresnel shading...
Custom Depth in Unreal Engine Unreal Engine 4 introduced a new depth buffer along with its PBR rendering system. It’s called “Custom Depth” and can be used for effects like the selection outline that is built-in in the Editor, rendering...
Multiplayer Interaction System in Blueprint Introduction By popular demand I created this Blueprint tutorial variation based on my earlier UsableActor tutorial in C++. In case your project has a C++ back-end already I would recommend following that tutorial instead. In...
Basic Inventory System in Blueprint Introduction This is part two of a tutorial series, please first complete one of the following tutorials: Part 1 in C++ Part 1 in Blueprint In this part I will show you how to build...
Blockout Material (Auto-UV & Color) To assist in rapid prototyping I’ve created a material that automatically aligns UVs based on world position and applies Color based on surface normal. How does it work? The material consists of two main components. The...
Basic Interaction 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)...
Unreal Engine Hologram Material Inspired by Star Wars: The Old Republic, I attempted to re-create the hologram shader that is frequently used during their conversation system. To re-create this shader I built a transparent material with a pattern mask...