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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

How to Create 3D Imposter Sprites in Unreal Engine 4 - Part 1


We're nearing the release stage for our game and we've gotten to the point where we are working on optimizing everything for mobile devices. We want to try to support as many devices as possible, so we considered the idea of using sprites to replace our 3D models to save on system resources.

Unreal has a built in way to make what they call "3D Imposter Sprites" (also known as billboard sprites or 3D sprites) that are 2D sprites that look like 3D models from every angle (or just from one axis if you really want to save on system resources) because their surfaces are always facing the camera. This sounds great in theory, but I had some trouble getting them working when I was following the Unreal documentation. Here is my modified (and, in my opinion, clarified) method for creating 3D imposter sprites for your game.

Tutorial completed using Unreal Engine 4.7 Preview 5

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

How to Create a Menu in Unreal Engine 4.6 using Unreal Motion Graphics (UMG) - Part 3


Alright guys, here is our third and final step in implementing your UMG menu in Unreal Engine 4. This step will tie everything together and ensure that any values that you set for your options persist after the values are changed.

Created for UE4 v4.6.1

How to Install a Plugin on Unreal Engine 4


There are several independent developers out there making some really useful plugins for UE4. This is going to be a short tutorial on how to install a plugin for use in Unreal Engine 4.

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.

Friday, January 23, 2015

How to Create a Menu in Unreal Engine 4.6 using Unreal Motion Graphics (UMG) - Part 2


Alright guys. After a very long hiatus, IDKUDK has returned with our UMG tutorial series UE4.6 has been released (and 4.7 is pending), so here's the newest iteration of how to build a basic menu using UMG. Epic has added new features to UMG, including the ability to use 3D menus, but that will have to wait for a later tutorial.

This tutorial picks up where we left off in the last UMG tutorial.

Sunday, October 19, 2014

How to Update your Unreal Engine 4.4 UMG Menu to Work in 4.5


When I updated my project from to Unreal Engine 4.5, my Unreal Motion Graphics menu still looked alright, but the buttons no longer fired. If you followed my earlier tutorial (or set up a menu on your own in 4.4), then there is an easy fix to get your menu up and running again. This is a short tutorial on how to update your Unreal Engine 4.4 UMG Menu to 4.5.

Try Rebuilding From Source Manually Error: How to Update Your Blueprints-Only Unreal Engine Project From 4.4 to 4.5


This is a short tutorial on how to update your Unreal Engine 4.4 Blueprints-only project to the current 4.5 version of the engine if it fails to update automatically and gives you a "try rebuilding from source manually" error.

How to Create a Menu in Unreal Engine 4.5 using Unreal Motion Graphics (UMG) - Part 1


Unreal has changed up how the Unreal Motion Graphics tool works between release 4.4, when it was experimental, and 4.5 for the official release. If you updated your old project to 4.5 and you had a menu in place from 4.4, you probably found that certain menu items may have been removed and that your key bindings no longer work.

This updated tutorial set will cover how to create a UMG menu so that works in Unreal Engine 4.5.

(Note: If your menu still looks fine, but does not function correctly, skip over to my post on how to update your UMG 4.4 Menu to 4.5)

Saturday, September 6, 2014

How to Change Parameters in Dynamic Materials at Runtime in UE4 using Substance Designer and Blueprints


Substance Designer is an all-around great tool for texturing 3D models, but one of the features that I'm most excited about in my game development is Substance integration in UE4. Allegorithmic had already integrated with Unreal back in the UDK and UE3 days (I guess technically you can still use UDK and UE3), but they've only recently released a plugin for UE4 that doesn't require recompiling the engine for it to work.

The Substance integration is huge because not only does it mean that you can save time importing textures and creating materials by simply dragging and dropping an SBSAR file into your game, it also means that you can dynamically change any values that you've "exposed" in your Substance graph at runtime.

This is a tutorial on how to manipulate your exposed Substance variables at runtime in your game using a key press.

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.