[TIP] Creating your custom definitions for your UE4 games


Some developers might require their game to be different based on specific builds. For example you make a game and you want to release a demo but don’t want to include certain features. This is actually very easy to achieve. Like literally…very easy.šŸ™‚

Open your MyProject.Build.cs file and modify it like this:

/* True if this should compile as a demo build */
const bool bIsDemoBuildĀ = true;

/* Add a new definition called IS_DEMO_BUILD. This will be 1 (true) if bIsDemoBuild is true. Else it will be false (0) */
Definitions.Add(string.Format(“IS_DEMO_BUILD={0}”, (bIsDemoBuild ? “1” : “0”)));

Close your project solution file, right click on your *.uproject file and select Generate Visual Studio project files.

Generate Visual Studio project files.

That’s it! In your header/source files you can now use like this:

#if IS_DEMO_BUILD
UE_LOG(LogTemp, Log, TEXT(“This is a demo build”))
#else
UE_LOG(LogTemp, Log, TEXT(“This is releaseĀ build”))
#endif

The good thing about this approach is its not just a simple if else condition. The compiler is actually removing the entire code inside that macro based on the condition.šŸ™‚

New Marketplace page


I’ve added a new Marketplace page on the menu. It will show you all the items I have made for Unreal Engine 4 Marketplace. Feel free to buy them!šŸ˜‰

Unreal X-Reader


I just made a small app that can read Unreal log files. Here is a screenshot:

Download

Unreal Engine Bug Tracker now live!


Unreal Engine bugĀ tracker is now available to the public! That means you can check the status of an issue when the developers reference a ticket numberĀ in Answerhub posts and Forums.Ā Once you have found the issue you are interested in, you have a wealth of information at your fingertips, such as:

Issue description
Reproduction steps
Affected versions of the engine
The status of the issue (whether fixed or not)
Targeted version goal for a fix
Links back to any community pages where the issue was reported or wherever the ticket ID number has been referenced.

If the issue has been fixed, the site will automatically link to its GitHub commit whenever possible so that source code developers can grab and integrate the fix into their codebase without having to wait for the next binary engine release!

EpicĀ also implemented a voting system so that you can highlight the issues that you care about the most. This allows you to track the issues you have voted on and allows Epic to review the top votes to see the issues that are most important to our community of developers.

Simple Vehicle AI (inspired from Death Rally)


So last night I wanted to experiment if its possible to do Death Rally kinda AI and here is the result. All done in Blueprints.

GameSparks Matchmaking and starting dedicated servers on AWS


Finally after almost a week in both C++ and JavaScript, our game supports matchmaking using GameSparks and dynamically starts new dedicated servers to connect players on our Amazon EC2 instance.

(Thanks to Josh Markiewicz from Epic Games for the high level explanation of Paragon Servers)

(Thanks to PƔdraig from GameSparks for Node.js setup)

So how does it all work?
Read the rest of this entry

[WIP] [Update #3] RTS Game in UE4 using C++


Update #3 of my RTS Game in Unreal Engine 4 using C++.

  • Added Town Center. This is required before building any other buildings.
  • Added initial AI system. Villagers will find and go to the nearest resource and start gathering it.
  • Added few other buildings.
  • Added farm.

 

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