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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. 🙂

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! 😉

[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.

 

[WIP] [Update #2] RTS Game in UE4 using C++


Update #2 video of my RTS Game in Unreal Engine 4 using C++. In this video you can see villager building house, house creating new villager and villagers gathering wood and stone resource.

[WIP] RTS Game in UE4 using C++


I recently started a RTS Project in Unreal Engine 4 using C++. This is something I am working on my free-time and I want to release this as a game as soon as possible. I am using some marketplace assets for now. Here is my first video;

Unreal Nexus Launched! :)


Hey everyone,
I am happy to announce that Unreal Nexus has been launched! You can post projects, hire freelancers and share your portfolio and more. We are still adding a lot more features like User Blogs, Nexus Store, Nexus Learning Centre and more.

See you on Nexus 🙂

Ever wondered if you can convert C++ Project to Blueprint only Project?


This question was actually asked on UE4 AnswerHUB and it got me thinking is there way to do it? If you accidentally added a C++ class can you convert the project back to Blueprints? Or if you added a C++ class just to compile a plugin can you convert the project back to Blueprint only project?

Answer is YES! You can :). Here is how you do it.

IMPORTANT NOTE: As I said, this method can be used ONLY if you accidentally added a C++ class or to just compile a plugin. If you have classes created in C++ and using them then obviously you cant convert it back to Blueprints.

  • Remove Binaries folder (This folder will be created in your project root folder after adding a C++ class)
  • Delete Intermediate folder
  • Delete Saved folder (Frankly I am not sure if this is required but its better you delete it)
  • Delete Source folder (Optional)

After following the above steps, comes the important part. Open you uproject file in notepad or any of your favorite text editor and remove the whole Modules section and save.

For example, check the below uproject file with C++ classes added:

{
“FileVersion”: 3,
“EngineAssociation”: “4.11”,
“Category”: “”,
“Description”: “”,
“Modules”: [
{
“Name”: “ExampleProject”,
“Type”: “Runtime”,
“LoadingPhase”: “Default”,
“AdditionalDependencies”: [
“Engine”
]
}
]
}

After editing it should look like this:

{
“FileVersion”: 3,
“EngineAssociation”: “4.11”,
“Category”: “”,
“Description”: “”
}

You’re good to go. 🙂

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