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,...
Custom SoundNode for Multiplayer (Local & Third-person) 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...
Getting Started with VR in Unreal Engine This guide is for anyone who is looking to get into developing for Virtual Reality projects in Unreal Engine. Covering Blueprint, C++, performance considerations and how to set up your VR kits for UE4. A...
Multi-color Outline Post Process in Unreal Engine 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...
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,...
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...
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...