Rotating meshes using Vertex Shaders Rotating (ambient) meshes in your world adds a dynamic element, but doing this on the CPU and having to pass it to the GPU each frame is a relatively slow operation. Without realizing you may...
Mesh Outlines Without Post-Processing in Unreal Engine Some time ago I saw a neat solution by Cory Spooner on outlining meshes using particle sprites. The concept has been done before – but it’s interesting enough to cover it regardless for Unreal Engine...
Adding Stat Traces (Stat Commands) in Unreal Engine The only sane way to optimize your game is by having good profiling metrics. Unreal Engine comes packed with several good profiling tools and “stat commands” is one such feature. It allows us to measure...
Creating a RAGE Potion with Gameplay Ability System Let’s create a power boosting potion using UE4’s Gameplay Ability System in the Action RPG Sample that ships with Unreal Engine 4.20+! This tutorial builds on the C++ Action RPG Tutorial Project, in this video...
Unreal Gameplay Framework Guide for C++ The Gameplay Framework of Unreal Engine provides a powerful set of classes to build your game. Your game can be a shooter, farm simulator, a deep RPG, it doesn’t matter, the framework is very flexible...
Distance Fog Post-Process Material In this post I will discuss depth (or distance) fog and the things I did to improve on the original basic effect while keeping this simple and light-weight. It’s not a step-by-step tutorial, but explains...
Unreal Engine Lighting Masterclass Unreal Engine posted an excellent MasterClass talk by Jerome Platteaux on Lighting during Unreal Dev Day Montreal 2017. The video is worth a full watch, it contains tons of interesting practical tips and explains many of the...
Rendering Soft outlines in Unreal Engine Ever since I first wrote about creating mesh outlines in Unreal Engine I have wondered if it was possible to render them as soft outlines instead of harsh binary lines. A good example of soft...
Rendering Wounds on Characters 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...
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...