Wiki Code Tutorials

Hey Guys!

I know Rama already set up a pretty darn good interactive HUD system, but I took that system as a learning step, then…

  • made it a class level object orientated system
  • made it so it has multiple button states (Normal, Highlight, Clicked)
  • animation
  • can all be handled in material editors, etc.
    (Meaning full artist control!)

(Whether or not it’s better or worse is up for debate, as I’m pretty new to this…)

I loosely based it around Unity 3D’s OnGUI system, so here you go!
Unity Style HUD system!

GUI Windows and Layouts will be coming soon, but I don’ think this is too bad for a 3 day power session! **xD
**(1351 Lines… Cry…)

If anyone has any queries or anything, feel free to PM me!
Also feel free to contribute and work on any UObject Memory Management issues that may crop up!
Only been using Unreal’s C++ for a few weeks, so there may be a few… (A LOT) of problems!


Wow this is really well developed and useful!

I really think you should give this system its own thread!

And it’d be great if you could make a video demoing what it can do!


Great work Loken!



Hello people, just for share, i made a tutorial for link real dll inside ue4

please check in the wiki page

greeting !!!

Here the link, enjoy!!

Wow, once again someone whose first post is a community offering!

Welcome to the forums ZkarmaKun!



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I love your tutorials. If its something you think others might benefit from too, I would love to see one on spawning physics constraints at runtime.

I will do a tutorial when I have enough time, but the core code to spawn constraint at runtime looks like this!

//set up the constraint instance with all the desired values
FConstraintInstance ConstraintInstance;
//set values here

ConstraintComp = NewObject<UPhysicsConstraintComponent>(RootSMA);
if(!ConstraintComp) return;
//Update Vibes!
ConstraintComp->ConstraintInstance = ConstraintInstance;
//Set World Location
//Attach to Root!
ConstraintComp->AttachTo(RootSMA->GetRootComponent(), NAME_None, EAttachLocation::KeepWorldPosition);
//~~~ Init Constraint ~~~
ConstraintComp->SetConstrainedComponents(RootSMA->StaticMeshComponent, NAME_None, TargetSMA->StaticMeshComponent,NAME_None);

EDIT never mind it didn’t take that long

I am even sharing my physics constraint library functions with you!

**New Wiki Tutorial

[COLOR="#000000"]Creating Dynamic Physics Constraints During Runtime

My Physics Library Functions Included!**[/COLOR],_Create_New_Constraints_Dynamically_During_Runtime


Pffft… show off. Haha, i’m kidding. Great work and thanks for the new tutorial!

I love it. Thank you so much!

You’re welcome!




Wow Rama, your the best (and really seem to be saving the Epic team quiete some work)!

Haha thanks Borzi!

Great to hear from you!



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Heheh Rama, you are such an extraordinary good person!
you have helped me out soo much and I bet lots of other people too,
it comes a bit late, but just wanted to finally thank you for all the amasing stuff you have put out there :heart:

Hee hee!

It’s never too late!

Thanks Real!

Lovely to hear from you!



I want to take this opportunity to thank you as well.
Your tutorials help me out a lot of times, I don’t know what I would do without them :smiley:
So… thank you so much for your efforts, dude! :wink: