Mark One Dev Log #3 – Overview of the Animation System

Welcome to the third dev log for my game! In this post I’ll provide a brief overview of the animation system……


Mark One Dev Log #2 – The Mind of Ranged Enemies

Welcome to the Mark One Dev Log #2! In this post I’m going to about the logic that drives ranged AI enemies in the game. Before I dive into more details about it in case you want to support my project you can wishlist on Steam using the following link:

Rules of……


Mark One Dev Log #1

Mark One is a game that I have been working on for the last few months. It’s a top down Sci-Fi shooter game, heavily influenced by Doom, with twin stick shooter elements. In this post I’m going to talk about the tutorial level of the game and how important it’s for the players. But before……


Announcing my first game Mark One

Welcome to the first development log for Mark One, which is a game that I have been working on my own in the past few months. Mark One is a top down Sci-Fi shooter game, heavily influenced by Doom, with twin stick shooter elements. I feel like it’s time to start sharing my work with……


Profiling Code Blocks

In this post I’m going to show you how you can profile your code blocks in order to identify potential issues and make your game run smoother!

In order expose your code’s performance in the Unreal Engine profiler tool you really need two things:

A stat group, which is the “category” of the code you’re profiling in……


Consuming lib and dll files

In this post I’m going to show you how you can consume .lib and .dll files in your ue4 project. In case you don’t have a library or a dll file hanging around I’m going to show you how to create one and provide some example files that I have created for this post.

This post……


Debugging Packaged Builds

In this post I’m going to show you how you can debug packaged builds with visual studio.

The process requires the following steps:

Adding a break point somewhere in your codeIncluding debug files for packagingPackaging your project with either Debug or Development Build ConfigurationAttaching the visual studio debugger to your game’s process

Since each project is different I’m……


Generating Procedural Textures

In this post I’m going to show you how to create procedural textures inside the editor. While in the following example we will generate a 1024 x 1024 texture using random RGB values, the same approach can be used with different generation algorithms to achieve your goals. This post was written using 4.22 version of……


Creating custom AI senses

In this post I’m going to show you how to create your own custom AI senses. For demonstration purposes I’m going to create a new AI sense named “Aquaphobia” which will be responsible for identifying nearby water resources and register stimulus for each wate resouce. Then, the controller of the AI pawn will move the……


Extending the details panel

In this post I’m going to show you how to extend the details panel inside the engine to expose more customised behavior for the systems that you might have built for your designers. Before I dive any further into the code, here’s the end result:

To……