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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. 🙂

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.

[WIP] Rocket League Prototype in UE4 Blueprints


Quick prototype done entirely in UE4 Blueprints (multiplayer supported yay)

 

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 🙂

[Download] Batman Inspired HUD Information


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

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. 🙂

[TIP] Disabling Blueprint nodes (4.11+)


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! 🙂

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To enable this feature, you have to go to Editor Preferences and select Allow Explicit Impure Node Disabling.

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