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...
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...
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...
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...
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...