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B8G8R8A8 instead of DXT1 in Unreal Engine 4

During development of TINY METAL I ran into issues where large textures were only using R8G8R8A8, aka 4 bytes per pixel, instead of DXT1 or another compression format. I wanted these textures to use...

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TINY METAL is releasing December 21st 2017!

Three years ago I started work on the code which would become TINY METAL. Now we are so very close to release on December 21st of 2017. The time is ticking down quick but I am proud of our work. We’ve...

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UE4 Blueprints getting a random index of array

The “Random Integer” node in Unreal Engine 4’s Blueprints system behaves exactly like “rand() % Array.Num()” would in C++. Tthis makes it perfect for selecting a random entry of a blueprints array. The...

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Instantiate and allocate a UObject from class in C++

In Unreal Engine 4 the C++ method for instantiating a new UObject is the NewObject<T>() constructor. auto myObject = NewObject<MyObjectClass>();

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RunUAT and SkipCookingEditorContent

When building an Unreal Engine 4 project from the command line the default behavior of RunUAT is to include all Unreal Editor content as well. This bloats packages but is the safest default behavior. I...

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Convert std::string to FString; the quick method

A quick method I use for transforming a C++ standard library string to an Unreal Engine FString is to call c_str(), the base c string export helper, on a std::string. Provided the result is being...

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Dither based transparency in Unreal Engine’s Material Editor

When optimizing TINY METAL for the Switch a technique I have started using is dithered transparency. To use dithering in Unreal Engine you can use the “DitherTemporalAA” node. A couple years back...

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Best method to Fade screen to black / white in Unreal Engine

Unreal Engine has a built in screen fading function. This lesser known feature is found on the PlayerCameraManager. The Camera manager is itself a goldmine of useful helper functions. Since the Camera...

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