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Showing posts with label Home. Show all posts
Showing posts with label Home. Show all posts

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 a Global Audio Volume Control (Sound Slider) Using UMG - Part 2


Hey guys, so for part 2 of our sound tutorial we are going to be setting up the sliders on the menu, and setting up the blueprint for the sound menu.


Created for UE4 v4.6.1, Rama's VictoryPlugin Required

How to Create a Global Audio Volume Control (Sound Slider) Using UMG - Part 1


So we recently implemented a global sound slider for our SFX and Music.  We used the UMG Menu to implement this, and there have been a few changes to UE4 since we made the last tutorial.  In this tutorial we are going to go over the implementation of the sound slider. Keep a look-out for our updated UMG menu tutorial also.

Created for UE4 v4.6.1, Rama's VictoryPlugin Required

Saturday, January 31, 2015

How to Prevent Your Actors From Spawning On Top of Each Other in UE4 Using Sphere Trace for Objects



So in this tutorial we will take a look at how to prevent actors from spawning on top of each other by using a Sphere Trace for Objects.  The Trace for Objects set of functions are useful for many applications, but in this instance we will be using it as a work-around for the either defective or misleading "Spawn Even If Colliding" boolean on the SpawnActor function.

Created for UE4 v4.6.1

Thursday, January 29, 2015

How to Use Emissive Materials to Light Up Your Levels in UE4 with Blender and Substance Designer


In Unreal Engine you can use emissive materials to help give your meshes some character and light up your game. Basically, if you want your material to give off some light without having to add a lamp to your scene you're going to be working with emissives. This is going to be a short and relatively simple tutorial on how to create meshes in Blender and texture them in Substance Designer so that they can light up in Unreal Engine 4 using emissive materials.

Tuesday, September 2, 2014

How to Change Gravity Settings in Unreal Engine 4

This one is easy and relatively basic, but I've seen several questions about how to do this on UE4's Answer Hub, so I decided to make a quick tutorial on how to change the gravity in your Unreal Engine 4 game.

Thursday, August 7, 2014

Blender to Substance Designer to UE4: My Workflow


I like to think my workflow is unique. I use a free 3D modeling program, an engine that comes with a very affordable subscription plan, and a fairly expensive model texturing program (at least relative to my other tools). No Photoshop and no Autodesk products are involved. This is in part because the FBX exporter in Blender doesn't carry over the textures that you use in the Blender material editor to UE4 , and also partly because Substance Designer is a tremendous time saver.

(UPDATE: It seems that the materials in Blender can, in fact, be exported to UE4 now. I only exported a mesh with basic colors [by accident], so I can't attest to what extent Blender's material editor settings will carry over to UE4)

Here is the workflow I currently use to create meshes, texture them, and import them into UE4.

Creating Custom Collision for Unreal Engine 4 in Blender

After you have gone through the steps of readying your mesh to export into Unreal, you may want to consider adding your own collision to your model. Collision, put simply, is what tells your game what parts of your mesh objects can and can't pass through. UE4's collision tools are great, they have even updated the collision creation tool to work with more complex geometry to allow objects to pass through holes in the mesh, but if you want more control over how your collision works, it can be easily done in Blender.

Here are the steps to create custom collision in Blender for use in UE4.

Texture Mapping Tools

Normal and specular maps generated using Substance Designer 4

At some point in game development, you are likely going to need to do some texture mapping for your game materials. I'm not going to use this post to explain what textures and materials are, but if you don't know, check out this Wikipedia article about texture mapping and this page from Epic Games that discusses materials and textures. Here is a list of some popular free and paid software you can use to help you create materials for your game assets.

Wednesday, April 9, 2014

UDK Landscapes Part 3: Using Weightmaps to Apply Your Landscape Materials


This is the third and final installment of the UDK Landscape trilogy. In the first two parts of this series, we created our height and weight maps using Terresculptor and then imported those maps into UDK. In this post we will show you how to apply materials to your landscape to make it look nice and pretty.

This one is relatively complicated if you aren't familiar with UDK's Material Editor, so I've made the instructions as detailed as possible.

Thursday, March 20, 2014

UDK Landscapes Part 2: Importing Heightmaps and Weightmaps into UDK

You can either create your game landscape inside UDK using the landscape editor or by using an external program and importing those heightmaps into UDK. In our last post I detailed how to use one such external program called Terresculptor to generate height and weight maps for your landscape. This tutorial will show you how to import those maps into UDK.

Thursday, March 6, 2014

UDK Landscapes Part 1: How to Create a Heightmaps and Weight Maps in Terresculptor


If you want to create a landscape for your game, you no longer have to painstakingly sculpt it by hand using UDK tools or a sculpting application. By using a program called Terresculptor, you can generate heightmaps and weight maps to import into UDK to save yourself a considerable amount of time. This tool is especially helpful for huge, sprawling landscapes. This tutorial will show you how to generate heightmaps and weight maps in Terresculptor, and how to import those maps into UDK.

Sunday, January 12, 2014

2014 Update and Substance Designer

Substance Designer graph and 2D output windows of a rusted metal wall substance

Substance Designer

After a brief hiatus for the holidays, I have returned to work on our game in the new year with a brand new tool: Substance Designer 4. While this is a bit of a pricey detour from our general “spend no money” policy, I caught a Steam flash sale and couldn't resist the temptation to buy a commercial software license for 66% off the retail price.

If you haven’t heard of Substance Designer, it’s an extremely powerful node-based texturing tool made by Allegorithmic. You can string together nodes to make your substance (e.g., a rusted metal with chipping paint) once, and then save that substance for later use on your other models by simply dragging and dropping the pre-made substance into your new node graph (it will condense the whole pre-made graph into a single node, which saves space) and hooking up the nodes. The 3D view shows you how your model looks in real-time, so it saves time you would otherwise spend hopping back and forth from Photoshop. (I don’t mean for this to sound like an ad for the software, I’m just really excited about this purchase).

Substance Designer is directly supported by UDK, so a major advantage for me is that I don’t have to worry about issues with UV mapping and trying to get my Blender materials to display correctly in UDK. Further, you can “expose” attributes in Substance Designer to allow you to edit how your materials look inside of UDK (e.g., expose the color palette and you can edit the color of your material in UDK), which gives your level designer more power over how assets look inside the game.

The downside is that I am now obligated to learn yet another complex tool. Fortunately, Allegorithmic has released several tutorials for using Substance Designer, so that should take some of the pain out of the learning process.

Friday, November 29, 2013

Introduction


The purpose of this blog is to chronicle the development of our game using the UDK Engine and Blender. First and foremost: we are not experts, we are just two guys who happen to love gaming so much that we decided to try to make our own.

As of now (the format may change in the future), our posts will detail our progress (and lack thereof) in developing our game. This will include tutorials on how to accomplish tasks we’ve found to be especially daunting and random narratives about how we have encountered and overcome various issues in indie game development.

This first post will describe the steps for getting started in making your game, including: preparation, engine choice, and collaboration. In addition, I've given a narrative of the path we chose and explain the decision process that led to us following our specific path.