Category: Extending the Editor

Creating Latent Blueprint Nodes with Multiple Execution Pins

In this post I’m going to show you how to create latent Blueprint nodes that have multiple execution pins inside 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:

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 By the time of this writing the official documentation page is outdated.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 Depending on the time you’re reading this, this information may be outdated as well.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……

Plugin creation in UE4

In this post, we’re going to create a blank C++ plugin in UE4 and then export it to re-use it on another project. I like to think of plugins as a way to create reusable logic that can be added to other C++ projects fast and easy.

Creating a Plugin

Create a blank C++ project and then, navigate……