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! 😉
I just made a small app that can read Unreal log files. Here is a screenshot:
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 🙂
Recently I was playing Batman Arkham Knight and I was thinking about how to do the information stuff they show when you activate Detective Mode. I was able to do it using UMG :). So here is the video and below that you can find the download link. 🙂
Download Project (4.12 or higher): http://bit.ly/HUDInfo
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:
After editing it should look like this:
You’re good to go. 🙂
From Unreal Engine 4.11 and above, you can disable individual Blueprint nodes (Impure only) without breaking the flow of execution. All you have to do is right click on your Blueprint node and Disable it. Done! 🙂
To enable this feature, you have to go to Editor Preferences and select Allow Explicit Impure Node Disabling.