Articles2019-02-28T09:22:12+02:00
  • UE4 – Programmatically starting an Editor Utility Widget

    Editor Utility Widgets are one of the new feature of the Unreal Engine since 4.22. It allows users to define editor widgets using the UMG designer. We already covered this topic previously, so if you [...]

  • UE4 – Controlling Editor Widgets with C++ (4.22)

    In the previous articles, we have seen how we can define editor widgets with blueprints and how define an editor widget from C++. But, while we have seen the basics of the creation of such [...]

  • UE4 – C++ Editor Utility Widgets (4.22)

    In the last article, we introduced the UMG Editor Widgets which allows you to define editor widgets using the UMG designer since Unreal Engine 4.22. In this article, we cover the usage of UMG Editor [...]

  • UE4 – Making a progress bar in the editor

    When we make an editor plugin, we may have slow tasks. And if we don't want to freeze the editor window without any notification, we need to add a progress bar, so the user can [...]

  • UE4 – Making a Android Plugin in 10 minutes

    Let's say we're developing a game for mobile and we want to use one of the device functionalities, like reading the data from the light sensor, get the data from the contacts, or send a [...]

  • UE4 – Improving speed with ParallelFor

    Developing for the Unreal Engine, we have sometimes to make complex for loops with a lot of stuff in the body. Usually, it's a performance breaker, especially when the number of iterations of the for-loop [...]

  • UE4 – Reading the pixels from a UTexture2D

      Reading the pixels from a UTexture2D is not particularly difficult, indeed this post on Unreal AnswerHub resume almost perfectly how to do it. However, there are some points missing and one could go in [...]

  • UE4 – Programmatically create a new material and inner nodes

    In this post, we will learn how to create a new material from Cpp code, create nodes and make links. You can add this code into a custom plugin in order to magically create a [...]

  • UE4 – Declaring and using interfaces in C++

    Unreal Engine interfaces When we develop in C++, in Java, or in any object-oriented programming language, we often use the OOP concept of interfaces. In C++, they are generally implemented using totally abstract class without [...]

  • UE4 – Make an input UCLASS pin compulsory in a blueprint custom node

    Context.If you used to create some custom blueprint nodes (using blueprint function library or directly into a UCLASS), you probably know the different ways to pass parameters to this function with their pros and their [...]