Blog Archives

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:

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:

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:

[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:

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:

UE_LOG(LogTemp, Log, TEXT(“This is a demo build”))
UE_LOG(LogTemp, Log, TEXT(“This is release build”))

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. 🙂

Simple Vehicle AI (inspired from Death Rally)

So last night I wanted to experiment if its possible to do Death Rally kinda AI and here is the result. All done in Blueprints.

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