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Tom Looman

Tom Looman

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Mod-support for your Unreal Engine 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,...

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 in UMG. I’m giving away the material to use in your...

Dirty Bomb’s Health Station Effect

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...

Using C++ Timers in Unreal Engine

Timers are incredibly helpful for gameplay programming in Unreal Engine. However, the syntax can be a little tricky if you’re unfamiliar with C++. This blog post will cover all the essential features and syntax for...

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...

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About Me

My name is Tom, a game developer with 10+ years of Unreal Engine experience. Both as an indie developer and at Epic Games.

Over the years I created 70+ tutorials, courses and sample projects for the Unreal Engine community. Ranging from beginner to advanced-level.

I had the opportunity to teach Unreal Engine C++ to students at Stanford University (CS193U) in 2020.

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