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……


Performing Http calls

In this post we’re going to see how to use the http module that is built inside the engine to perform http calls to various APIs. We’re going to perform a basic http call without sending any data, however I have commented out the code that you can use in order to send simple data……


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……


Parsing Json files

In this post we’re going to see how we can parse Json files in our Unreal Engine project.

For this post, I have created an empty project using the 4.18.3 version of the engine and inside my project’s Content folder I created a folder named JsonFiles and placed the following json document:

If you’re running your……


Hosting a game server

In this post we’re going to host a game server from your PC so that your friends can join you and play the game you’re currently developing. In order to follow this post you will need a non-binary version of the engine built in your PC. So before you continue, you should preferably clone a release version of……


Creating Custom Editor Assets

In this post we’re going to create custom editor assets. In order to extend the UE4 Editor and add your own assets you need two classes:

One class that contains the various properties of your asset
One class (named XFactory where the X stands for the asset’s class name) that constructs the above class as an Editor asset……


Creating Custom Gameplay Debugger Categories

In this post we’re going to see how to create a custom gameplay debugger category. By the time of this writing the official documentation page is outdated.

This post was written in 4.15 version of the engine. Depending on the time you’re reading this, this information may be outdated as well.

Please note that this is a……


Creating Custom Modules

In this post we’re going to see how to create a game module for Unreal Engine 4. Imagine that modules are containers for a collection of related classes. After you’re done with this tutorial you can read more about the pros and cons of multiple module creation in Unreal Engine 4 in the official……


Saving and Loading data

In this post we’re going to see how you can save and load your data in UE4 using the provided API from Epic. We will start by saving and loading primitive data and then move on to save complex data (ie custom classes etc.). For this post, I’m using the 4.15 version of the engine,……