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Showing posts with label Blueprint Visual Scripting. Show all posts
Showing posts with label Blueprint Visual Scripting. Show all posts

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.

Thursday, February 5, 2015

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

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

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.

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.

Sunday, August 24, 2014

[Unreal Engine version 4.4 Only] Creating a Pause Menu for UE4 with Unreal Motion Graphics (UMG)


This is a short tutorial on adding a pause menu to your game. The steps here are very similar to Part 2 of my UMG menu tutorial, but enough of the logic is changed that I decided it warranted another tutorial.

Saturday, August 23, 2014

[Unreal Engine version 4.4 ONLY] How to Create a Menu in Unreal Engine 4 using Unreal Motion Graphics (UMG) - Part 2


Note: Since the update to Unreal Engine 4.5 this tutorial is out of date. If you are using Unreal engine 4.4, then this is the correct tutorial for you. Otherwise, please go here to my updated tutorial.

This is the second and final part of my tutorial on how to create a menu in Unreal Engine using UMG. Here we will cover how to hook up blueprint functions to the menu buttons you created in Part 1 to make them work.