Posts by Topic

C++

Setting up Rider for C++ and Unreal Engine

Installing and configuring JetBrains Rider for Unreal Engine C++ programming requires a very specific set of components. This guide will help you make this setup process go smoothly.

Unreal Engine C++ Complete Guide

The complete reference guide to C++ for Unreal Engine game development. Covering all the essential programming concepts you need to code effectively in Unreal Engine C++. It includes all the commonly used concepts such as pointers, references, interfaces, macros, delegates, modules and more… Use it alongside other learning resources to learn more about a specific C++ programming concept.

Unreal Engine C++ Save System

For your game, you will eventually need to write some kind of save system. To store player information, unlocks, achievements, etc. In some cases, you will need to save the world state such as looted chests, unlocked doors, dropped player items, etc.

Creating Latent Blueprint Nodes

For my upcoming game WARPSQUAD, I was curious how easy it is to fetch data from a web service to be displayed in-game. The initial use case is a simple Message of the Day (MOTD) to be displayed in the main menu. Allowing for easy communication with players during playtests or (service) issues. You could use such web interfacing for posting in-game feedback too or whatever data you want to keep outside of the game executable to update on the fly.

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 questions about this, so today I’ll share you some tricks to make this even easier. The sample code is done in C++, but keep reading as I show you a quick and easy Blueprint-only trick too! The following guide explains the concept of how to be able to fetch the information you desire for your ...

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Rendering

GPU Profiling in Unreal Engine 5.7 for Far Far West

This is the written Companion Guide to ā€œOptimizing GPU Performance for ā€œFar Far Westā€. We go through the project in Unreal Engine 5.7 and explore opportunities for improving the GPU performance, especially for lower spec PCs.

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 specifically. We render the outline on a translucent cube or sphere that is tightly fitted around the desired mesh. We apply the outline material to this cube instead of a post-process chain. This let’s us affect only small portions of the screen rather then pay the full-scree...

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 the core concepts behind the effect including a download link at the end.

Unreal Engine Lighting Masterclass

A personal reference to Unreal Engine lighting techniques from the 2017 MasterClass talk, with practical Lightmass setup and post-processing notes.

Rendering Wounds on Characters

Earlier this week I tweeted about hit-masking characters to show dynamic blood and wounds. Today I’d like to talk a little about the effect and how it came to be. I’ll talk a little bit about the technical details and some alternatives. The effect is a proof of concept to try and find a cheaper alternative to texture splatting using render targets. So let’s get going!

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Performance

Unreal Engine 5.8 Performance Highlights

Discover the most important Unreal Engine 5.8 performance and optimization improvements, including MegaLights, Lumen Lite, shader reductions, and rendering enhancements.

GPU Profiling in Unreal Engine 5.7 for Far Far West

This is the written Companion Guide to ā€œOptimizing GPU Performance for ā€œFar Far Westā€. We go through the project in Unreal Engine 5.7 and explore opportunities for improving the GPU performance, especially for lower spec PCs.

Unreal Engine 5.7 Performance Highlights

The release of Unreal Engine 5.7 includes many performance improvements and new optimization opportunities. They are mostly scattered throughout the release notes and can be vague and lacking context. This article highlights the most interesting improvements to the 5.7 release and provides annotations and clarifications to what certain optimizations or changes mean for you as a developer.

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materials

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 specifically. We render the outline on a translucent cube or sphere that is tightly fitted around the desired mesh. We apply the outline material to this cube instead of a post-process chain. This let’s us affect only small portions of the screen rather then pay the full-scree...

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 the core concepts behind the effect including a download link at the end.

Rendering Wounds on Characters

Earlier this week I tweeted about hit-masking characters to show dynamic blood and wounds. Today I’d like to talk a little about the effect and how it came to be. I’ll talk a little bit about the technical details and some alternatives. The effect is a proof of concept to try and find a cheaper alternative to texture splatting using render targets. So let’s get going!

Custom Depth in Unreal Engine

Learn how Unreal Engine’s Custom Depth & Stencil buffer can drive outlines, occlusion effects, and other post processing tricks.

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Action Roguelike

Unreal Engine C++ Complete Guide

The complete reference guide to C++ for Unreal Engine game development. Covering all the essential programming concepts you need to code effectively in Unreal Engine C++. It includes all the commonly used concepts such as pointers, references, interfaces, macros, delegates, modules and more… Use it alongside other learning resources to learn more about a specific C++ programming concept.

Unreal Engine C++ Save System

For your game, you will eventually need to write some kind of save system. To store player information, unlocks, achievements, etc. In some cases, you will need to save the world state such as looted chests, unlocked doors, dropped player items, etc.

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tips-tricks

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custom-depth

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 specifically. We render the outline on a translucent cube or sphere that is tightly fitted around the desired mesh. We apply the outline material to this cube instead of a post-process chain. This let’s us affect only small portions of the screen rather then pay the full-scree...

Custom Depth in Unreal Engine

Learn how Unreal Engine’s Custom Depth & Stencil buffer can drive outlines, occlusion effects, and other post processing tricks.

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outlines

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 specifically. We render the outline on a translucent cube or sphere that is tightly fitted around the desired mesh. We apply the outline material to this cube instead of a post-process chain. This let’s us affect only small portions of the screen rather then pay the full-scree...

Custom Depth in Unreal Engine

Learn how Unreal Engine’s Custom Depth & Stencil buffer can drive outlines, occlusion effects, and other post processing tricks.

Back to Top ↑

post-process

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 the core concepts behind the effect including a download link at the end.

Custom Depth in Unreal Engine

Learn how Unreal Engine’s Custom Depth & Stencil buffer can drive outlines, occlusion effects, and other post processing tricks.

Back to Top ↑

performance-highlights

Unreal Engine 5.8 Performance Highlights

Discover the most important Unreal Engine 5.8 performance and optimization improvements, including MegaLights, Lumen Lite, shader reductions, and rendering enhancements.

Unreal Engine 5.7 Performance Highlights

The release of Unreal Engine 5.7 includes many performance improvements and new optimization opportunities. They are mostly scattered throughout the release notes and can be vague and lacking context. This article highlights the most interesting improvements to the 5.7 release and provides annotations and clarifications to what certain optimizations or changes mean for you as a developer.

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Unreal Editor

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Blueprint

Creating Latent Blueprint Nodes

For my upcoming game WARPSQUAD, I was curious how easy it is to fetch data from a web service to be displayed in-game. The initial use case is a simple Message of the Day (MOTD) to be displayed in the main menu. Allowing for easy communication with players during playtests or (service) issues. You could use such web interfacing for posting in-game feedback too or whatever data you want to keep outside of the game executable to update on the fly.

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Distance Fields

GPU Profiling in Unreal Engine 5.7 for Far Far West

This is the written Companion Guide to ā€œOptimizing GPU Performance for ā€œFar Far Westā€. We go through the project in Unreal Engine 5.7 and explore opportunities for improving the GPU performance, especially for lower spec PCs.

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Delegates

Unreal Engine C++ Complete Guide

The complete reference guide to C++ for Unreal Engine game development. Covering all the essential programming concepts you need to code effectively in Unreal Engine C++. It includes all the commonly used concepts such as pointers, references, interfaces, macros, delegates, modules and more… Use it alongside other learning resources to learn more about a specific C++ programming concept.

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UMG

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 questions about this, so today I’ll share you some tricks to make this even easier. The sample code is done in C++, but keep reading as I show you a quick and easy Blueprint-only trick too! The following guide explains the concept of how to be able to fetch the information you desire for your ...

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Game AI

Journey into Utility AI for Unreal Engine (Part Two)

Since the last time I wrote about Utility AI for Unreal Engine 4, it has been stream-lined and so has the Action System it’s built on. The Action System is quite similar to Unreal’s Gameplay Ability System for those familiar. Towards the end I’ll tease a few other AI related concepts I’ve been working on. Here is part one in case you missed it.

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Utility AI

Journey into Utility AI for Unreal Engine (Part Two)

Since the last time I wrote about Utility AI for Unreal Engine 4, it has been stream-lined and so has the Action System it’s built on. The Action System is quite similar to Unreal’s Gameplay Ability System for those familiar. Towards the end I’ll tease a few other AI related concepts I’ve been working on. Here is part one in case you missed it.

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Profiling

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Nanite

GPU Profiling in Unreal Engine 5.7 for Far Far West

This is the written Companion Guide to ā€œOptimizing GPU Performance for ā€œFar Far Westā€. We go through the project in Unreal Engine 5.7 and explore opportunities for improving the GPU performance, especially for lower spec PCs.

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Courses

Setting up Rider for C++ and Unreal Engine

Installing and configuring JetBrains Rider for Unreal Engine C++ programming requires a very specific set of components. This guide will help you make this setup process go smoothly.

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Timers

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Sample Project

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Gameplay Framework

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Materials

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Animation

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Cameras

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Scalability

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Asset Loading

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Persistence

Unreal Engine C++ Save System

For your game, you will eventually need to write some kind of save system. To store player information, unlocks, achievements, etc. In some cases, you will need to save the world state such as looted chests, unlocked doors, dropped player items, etc.

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Data-driven Programming

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GameplayTags

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Console Commands

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Tech Talk

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animation

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Tutorial

Setting up Rider for C++ and Unreal Engine

Installing and configuring JetBrains Rider for Unreal Engine C++ programming requires a very specific set of components. This guide will help you make this setup process go smoothly.

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JetBrains Rider

Setting up Rider for C++ and Unreal Engine

Installing and configuring JetBrains Rider for Unreal Engine C++ programming requires a very specific set of components. This guide will help you make this setup process go smoothly.

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Getting Started

Setting up Rider for C++ and Unreal Engine

Installing and configuring JetBrains Rider for Unreal Engine C++ programming requires a very specific set of components. This guide will help you make this setup process go smoothly.

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Beginner

Setting up Rider for C++ and Unreal Engine

Installing and configuring JetBrains Rider for Unreal Engine C++ programming requires a very specific set of components. This guide will help you make this setup process go smoothly.

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Unreal Insights

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