[TIP] Generating Build Numbers for your game


When i am compiling my projects i would like to know how many times i compiled my project. So i made that kind of functionality for one of our project and thought i’ll share it with you guys. :)

First of all you need a header file to track the game build changes. Here is a screenshot of my header file from our project. Its called GameVersion.h

GameVersion.h

GameVersion.h

Next i created a simple text file called GAME_BUILD.txt and it contained only the build number. Nothing else. This file was located in my Project Source/Project Name folder. (for example: D:\Unreal Projects\MyProject\Source\MyProjectFolder). Here is a screenshot of that file.

GAME_BUILD.txt

GAME_BUILD.txt

Now comes the real part. Go to your Project Folder/Source and open up MyProject.Target.cs file. Here in this screenshot you can see how i modified the main function. Modify it like that and make sure to point to your GameVersion.h and GAME_BUILD.txt files correctly.

Target.cs file

Target.cs file

Now every time you compile your project it will automatically increment your build number. To access this build number simply include GameVersion.h file  and get GAME_BUILD_NUMBER. :)

Compile Output

Compile Output

Hope this tip was useful. :)

NOTE: The only downside to this method is it will always increment the build number even if your project fails to build.

[TIP] Renaming C++ Classes without breaking your project


Ever wondered how to rename your C++ classes that you already use in your project? For example, you have a C++ class called MyAwesomeClass and in your Content Browser you created a Blueprint extending from this class and added some important logic. Now if you rename the C++ parent class and compile, project might open but if you try to open that Blueprint you will see this error.

BlueprintErrorSimply put, your project is doomed………..Just kidding ;)

So in order to make this work, you need to tell Unreal that there is a new class for this and it should use that instead of the old one. In other words, you need to redirect from Old Class to New One and you do this in DefaultEngine.ini found in Your project/Config folder.

Open DefaultEngine.ini and under [/Script/Engine.Engine] section add the below line:

+ActiveClassRedirects=(OldClassName=”MyAwesomeClass”,NewClassName=”MyNewClass”)

Thats it! Now you can start your project and open that Blueprint without issues. Hope you find this info useful. :)

Getting UV hit information from Line Trace in UE4


Hi all,

Recently Rama (a.k.a EverNewJoy (a.k.a God of Unreal C++)) did an amazing job on getting UV information from Line Trace/Ray Cast. To use this feature you need to have Github version of Unreal Engine.

Pull request: https://github.com/EpicGames/UnrealEngine/pull/1022

Forum Link: https://forums.unrealengine.com/showthread.php?65827-New-Wiki-How-to-get-UV-hit-information-back-from-Line-Traces-in-UE4

Wiki Link: https://wiki.unrealengine.com/Line_Traces_/_RayCasts_How_To_Get_UV_Info_From_Hits

Map Editor using Blueprints and UMG


So yesterday i made something like a map editor using Unreal Engine Blueprints and UMG. This will be available to the UE4 community soon. :)

EDIT: You can download this from here: https://github.com/ryanjon2040/UE4-Map-Editor

Features:
Placeable buildings
Foliage painting
Placeable spawn point
Posses and Eject player
2 Camera modes: RTS and Free Cam

My first Unreal Engine 4 modification. Blueprint Lock Node feature


Forum Link: https://forums.unrealengine.com/showthread.php?56056-My-first-Engine-modification-Blueprint-Lock-Node-feature

Am pretty excited today because I modified Engine source to add a feature I wanted. Its called Blueprint Lock Node feature. Basically what it does is, prevents the user from accidentally deleting any nodes.

Toggles lock mode via context menu

And you will see a Notification saying node is locked…

…so you cant delete it

If you want to delete that node then simply click on Toggle Lock again

This feature works for multiple nodes too

2014 in review


The WordPress.com stats helper monkeys prepared a 2014 annual report for this blog.

Here’s an excerpt:

The Louvre Museum has 8.5 million visitors per year. This blog was viewed about 150,000 times in 2014. If it were an exhibit at the Louvre Museum, it would take about 6 days for that many people to see it.

Click here to see the complete report.

[Download] Forced Perspective Gameplay in UE4


Hi all,

Few months ago i saw this amazing tech demo from Pillow Castle that uses Forced Perspective and i wanted to try this in <you-know-the-awesome-engine>. Anyway, I’ll let the video speak.

Please let me know what you think. And for those who wonder…this is all voodoo Blueprint magic :P ;)

Watch In HD:

 

Requires Unreal Engine 4.5.1 or higher

Download Project: http://bit.ly/ForcedPerspective_Project

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