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Monday, May 18, 2020

Unreal Engine 4 Multiplayer Physics Actor Replication in Blueprints -- Part 2


In part one, we did the initial setup. Now that the boring part is out of the way, we can dive into the good stuff. In the second half of this tutorial, I'm going to show you how to add some force to your ball to make it move and, more importantly, how to replicate that movement.

Friday, May 15, 2020

Unreal Engine 4: Stop Physics Objects from Passing Through Collision at High Speed

If you're having problems with your physics objects passing through the collision of other objects, there might be a simple fix--Continuous Collision Detection. In your actor's Blueprint, open up the Construction Script, drag a wire from the Construction Script node and create a "Set Use CCD" node. Set "In Use CCD" in the node to true. Hook up the problem mesh as the target of the Set Use CCD node.

The problem mesh in my case is a ball
And that's it. This one had me banging my head against a wall for a few days. I sifted through countless help articles and forum posts to no avail. I'm not even sure how I found the answer. I forgot how I fixed the problem and actually had to search through my browser history, where I found this in the Unreal Engine Documentation, just to write this article.

If you're having a similar problem, hopefully this will be a fix for you.

Unreal Engine 4 Multiplayer Physics Actor Replication in Blueprints -- Part 1


Yep, probably our longest article title to date.

Multiplayer Network Replication in Unreal Engine is a daunting task. Compared to the "simplicity" of making a single-player game, you basically have to add an extra layer of logic on top of your existing logic. There's also managing and differentiating what should go where among things like player states, games states, and game instances. This guide will show you how to get around some of the more frustrating and less-than-intuitive parts of using UE4 Blueprints to replicate a physics actor pawn in your game.

Wednesday, April 4, 2018

Tutorial: How to Package and Sign an Unreal Engine Game for Android to Upload to Google Play


This is the first post in the Comprehensive Guide to getting your Unreal Engine game on the Google Play store and adding Google Play Services. This tutorial will discuss how to package a properly signed "shipping" build of your game to upload to Google Play.
Created for Unreal Version 4.19

Sunday, April 19, 2015

How to: Package and Deploy Your Project to the Google Play Store in UE4

So in this tutorial we are going to try to walk you through the steps of getting your app onto the Google Play store.  Initially I assumed this would be a relatively easy and streamlined process, and for the most part it is.  Unfortunately, not everything is as simple as it seems, and while the process has gotten MUCH better since 4.7, there are still some nuances that aren't explicitly explained.



Created for UE4 v4.7.5


Friday, February 6, 2015

How to Get Plugins to Package Correctly in Your UE4 Projects


In this tutorial we are going to go through a work-around for packaging games with plugins in them.

 "Plugin 'Your Plugin' failed to load because module 'Your Module' could not be found.  Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project."

Created for UE4 v4.6.1


Thursday, February 5, 2015

How to Create 3D Imposter Sprites in Unreal Engine 4 - Part 2


We covered the steps for capturing a high resolution screenshot of your mesh in Part 1 of this tutorial, so now it's time to put those together and make them into an imposter sprite.

Tutorial completed using Unreal Engine 4.7 Preview 5