Category: Unreal Engine 4

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……


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……


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……


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……