Rotating meshes using Vertex Shaders Rotating (ambient) meshes in your world adds a dynamic element, but doing this on the CPU and having to pass it to the GPU each frame is a relatively slow operation. Without realizing you may...
Mesh Outlines Without Post-Processing in Unreal Engine Some time ago I saw a neat solution by Cory Spooner on outlining meshes using particle sprites. The concept has been done before – but it’s interesting enough to cover it regardless for Unreal Engine...
Creating a RAGE Potion with Gameplay Ability System Let’s create a power boosting potion using UE4’s Gameplay Ability System in the Action RPG Sample that ships with Unreal Engine 4.20+! This tutorial builds on the C++ Action RPG Tutorial Project, in this video...
Unreal Gameplay Framework Guide for C++ The Gameplay Framework of Unreal Engine provides a powerful set of classes to build your game. Your game can be a shooter, farm simulator, a deep RPG, it doesn’t matter, the framework is very flexible...
Distance Fog Post-Process Material In this post I will discuss depth (or distance) fog and the things I did to improve on the original basic effect while keeping this simple and light-weight. It’s not a step-by-step tutorial, but explains...
Healthbars and Nameplate Widgets with UMG Today I’d like to quickly show how you can add UI for things like health bars, nameplates, interaction prompts and more in Unreal Engine. It’s quite simple to do, and I hear a lot of...
Multi-color Outline Post Process in Unreal Engine With some of the recent changes to Unreal Engine 4, rendering multi-color outlines is now possible! This is done through the use of Custom Stencil, a new buffer similar to Custom Depth – but allowing...
Custom Depth in Unreal Engine Unreal Engine 4 introduced a new depth buffer along with its PBR rendering system. It’s called “Custom Depth” and can be used for effects like the selection outline that is built-in in the Editor, rendering...