In the past few months I have been doing some tutorials while I continued with the development of one of the games i’m working on.
These are very basic tutorials but may be helpful for ue4 beginners
At this moment these are focused towards 2D games but can be useful for some aspects of the 3d games too. I also wanted to contribute with the Hispanic community, and for this all the material is translated into Spanish too.
In this tutorial we have created a Parallax Scrolling background using UV mapping displacement instead of moving the object images over the screen. It is very easy! :).
A leaderboard is a must have in any actual online game, with this tutorial we will learn how to create and setup a leaderboard system, in the first two parts we talk about the server and client parts, in a engine-independent way, and the last one is focused on how to integrate it in Unreal engine 4.
This week I have added a tutorial explaining how to add an outline effect to an object, and how to apply more effect to this outline, like a pulsating glow and the occlusion treatment.
In the volume sliders tutorial what exactly is Game BP you are using as a target? That is basically the only thing I wasn’t able to gather when reading that.
This actor is the owner of the game variables too. Passing the reference to the widget its the easiest way to interact with the game variables.
A better way to do this is to use the Level Blueprint to spawn the widget and store the game variables, instead of using this Actor, but I dont know how to pass a reference of the level blueprint to the widget to be able to interact with the variables then.
Dynamic Textures Introduction: Drawing canvas We have seen how to modify dynamically and apply effects on textures in previous tutorials, but sometimes we need to create this texture dynamically too. One nice sample of this is a drawing canvas.
With this tutorial we are going to add a tool to our previous drawing canvas to print decals. It’s a good example to explain how to load images and extract their pixel information using C++ code.
This March I have been focused on learning audio analysis. It has been a good opportunity to learn how to add thirdparty libraries to the UE4 project. Although the first parts of this tutorial series show how to add the FMOD library to the project, the same steps can be used to load other libraries. The rest of the series shows how to use some function of the FMOD library to make a spectrum visualizer with a beat tracking component.
Each subsection can be split in two, the first one is related to the algorithm part of each component (Frequency Spectrum / Beat Tracking) and the second one has the blueprint integration.
With this tutorial we are going to learn how to apply Post process Effects to the scene. We are going to modify one of the materials used in a previous tutorial Transition effects using materials to be able to use it with a post process volume and view the effect in all the scene.
Remote iOS build without developer license
A brief tutorial explaining how to configure and set-up a remote iOS build process on Unreal Engine 4 (v4.22+) for testing purposes, without spend money and time on a iOS developer license.
actually if u see youtube link i provided. when player get in boxtrigger range, sphere appears and with mouse left click material get swapped. and which material is applied, that sphere get postprocess outliner on it.
Make an sphere and put the material that you want. Then you need to setup the postprocess volume using the outline material. You have that outline material at the end of the tutorial.
To see the outline in an sphere you need to use Set Render Custom Depth node with that object sphere to enable the Custom Depth at runtime. The custom Stencil value determines the type of outline material, in the first tutorial we have only one type, but in the second we use this value to select the color of the outline.