Monthly Archives: December 2016

Camera based Post Process Effect (Fog of War for VR games)


Quick demo video that shows the post process effect I created for our first VR game

Level used in demo by Manufactura K4: https://www.unrealengine.com/marketplace/tower-defence-and-moba-pack

I used Material Parameter Collection so everything can be adjusted in-game from Blueprints or C++.

 

UE4 Binary Builder


Want to make your own binary build of Unreal Engine 4 to distribute among your team members?

Download this app then: http://bit.ly/UE4_BinaryMaker

Source code: http://bit.ly/UE4_BinaryMaker_Source

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[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. 🙂

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

/* True if this should compile as a demo build */
const bool bIsDemoBuild = 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 release 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. 🙂

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