Blog Archives

Fortnite style building system


I just made a Fortnite style building system using Pivot Painter 2.0 script. I’ve also added support for foundation structures so there will be no floating structures. It is only a rough implementation.

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Seascape ShaderToy Shader in UE4


Just attempted to convert Seascape shader from ShaderToy to UE4.
Unfortunately I haven’t got the coloring right though.

Original shader by TDM: https://www.shadertoy.com/view/Ms2SD1

Download here (Requires 4.19 or greater)

End Result:

Unreal Issue Tracker. Desktop app for UE4 issues.


Here is a free and open source app designed to interact with Unreal Engine Issues website.

You can get it from here: https://ryanjon2040.github.io/Unreal-Issue-Tracker/

Want a city builder game in UE4?


You might know about my city builder game I was working on couple of months ago. Well it’s coming to Unreal Marketplace soon. 🙂

Here’s a quick video:

More information here: http://bit.ly/UE4-City-Builder

[TIP] Advanced Content Browser Search Syntax


Content Browser in Unreal Engine 4 supports advanced search syntax. The feature was introduced back in 4.9 and here is the pdf showing the list of references:
https://drive.google.com/file/d/0B6NVuVhmRCE-VHhMQ1dycXlBMWs/view

Thanks to Jamie Dale (@jdale88) from Epic Games for this useful information.

Cities Skyline inspired game (Test #2)


Just added dynamic day night cycle and a custom calender system in our Cities Skyline inspired game. 🙂

[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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