In this post we’re going to see how we can communicate with the Material Editor and change specific parameters of our……
Utilizing Unreal Engine’s reflection system
In this post, we’re going to utilize the built-in reflection system in UE4 to perform changes in our game at runtime. Reflection is the ability of a program to inspect its own code (or other associated code) and change at runtime (for more information about reflection, click here). By default, C++ isn’t capable of that, however……
Creating console commands
In this post we’re going to create our own custom console commands. Unreal Engine 4 provides a specifier named Exec, for the UFUNCTION macro which declares that the following function can be executed through the console window of the engine (to open up the console window press the ~ key in your keyboard). However, there……
Creating Interface classes in UE4 using C++
Using interfaces can make your code more flexible and save you some time from writing the same code again and again. Imagine that you are creating a game which has say 500 actors that are totally different from each other and you want some specific functionality in all of them. Moreover, let’s say that in……
Construction Script based on C++
Each time you make a change to a Blueprint (for example you drag it to a different position on your map) it’s construction script runs. This script contains code which is responsible for certain initialization operations. Using the construction script can accelerate certain operations, for example you can create an actor which generates random foliage……
Understanding Lambda Expressions
In some cases, you may need to create a useful piece of code, which will be used just once. That moment, you might find yourself thinking about creating a function for that (which, in this particular case, will only get called once) and I imagine that while you’re thinking that you might be cringing (at least I would). Consider the following example:
You need to……
Consuming Data Tables
In this tutorial, you’re going to see how you can consume Data Tables using C++. To create a Data Table you need a struct, so for the first part of this tutorial I’m going to create a struct in C++ code.
Creating the necessary Struct
Create a struct and in the header file type in the following variables(in……
Timers and DeltaTime
By now, you should have noticed that in every Tick function there is a float parameter named DeltaTime. This parameter is equal to the seconds it took in order for the last frame to be completed. In this tutorial, I’m going to create a function which fires every X seconds using Timers
Creating a Timer
In UE4……
Structs Explanation
A structs is a custom variable which you can create. Think of structs as containers, which are constituted by different data types.
Creating a Struct
In order to add a struct, from the class wizard check the “Show all Classes” and select the class Object (I named my stuct PlayerStats in this case). When visual studio pops up,……
Static Keyword Explanation
The static keyword meaning can differ between functions and variables:
A static function in a class means that you don’t need to create an actual instance of a class to access a specific function which is marked as static
A static variable inside a class means tha exactly same thing. However, sometimes you can declare a static……
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