Category: Unreal Engine 4 C++ Tutorials

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……


Creating Functional Tests with the Automation System

In this post I’m going to show you how to create Functional Tests with the Automation System that comes with the latest version of Unreal Engine 4. With functional tests, we can simulate a user’s behavior (to some extent) and verify that everything is working properly.

In this post we’re going to create a simple script……


Creating Unit Tests with the Automation System

In this post I’m going to show you how to use Unreal’s Automation System in order to create unit tests for your code. Unit tests are tests written by developers in order to test various aspects of their code and identify bugs or other unintended behavior before it happens.

In order to test out the Automation……


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:


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……