Category: Uncategorized

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……


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 a File Picker

In this post we’re going to see how to create a basic File Picker inside Unreal Engine. We’re going to use the built-in tools that the engine provides and read a text file.

Adding the required Dependencies

For this post I have created a C++ project using the 4.20 version of the engine. Then, I added the……


Vertex Painting at Runtime

In this post we’re going to see how we can paint vertices during runtime. This post was created with Unreal Engine 4.20 so if you’re using another version you may need to update the code to match Epic’s API for the engine you’re using. It’s worth mentioning that the following code runs in packaged builds……


Creating Procedural Meshes

In this post we’re going to see how to create a simple procedural mesh during runtime in Unreal Engine 4.

While there are several components and plugins (most notably RuntimeMeshComponent by Koderz) that you can use in order to create procedural meshes in UE4, I’m going to use the official Procedural Component that is provided……


Creating an installer for an exported game

Unreal Engine 4 offers a way to export your game to various platforms such as PC, PS4, Xbox etc… The PC export however, can be played in PCs that already have the engine installed. Having said that, chances are that your friends won’t have UE4 already installed in their PCs so in order to distribute your game……


Creating a C++ Level Blueprint

In this post we’re going to create a level blueprint which is based on a C++ class.

(For this post, I’m using Unreal Engine 4.12.5)

Creating a C++ Level Blueprint

Fortunately, Epic has provided a straightforward way to create a Level Blueprint (which is based on a C++ class):

Add a new C++ class which inherits the LevelScriptActor class
Open up……


Handling level streaming through C++

In this post we’re going to implement a project that uses level streaming. Then, using a custom console command, we will be able to load and change the position of the desired sub levels.

For this tutorial I’m using the 4.12 version of UE 4 Editor.

Creating……