Saturday 19 December 2015

The racer I made before, imported in Unreal just for fun:



Sunday 13 December 2015

Thursday 10 December 2015

I made a jet propulsion effect for the racer vehicle. Its got particles, animation and plenty of emissive :D






Wednesday 9 December 2015

Monday 7 December 2015

Wednesday 4 November 2015

How to make a circular gradient:


Add this code in your custom node: 




Tuesday 27 October 2015

Today I learned that you can open .uproject files with notepad, and manage plugins without running the editor! Very useful when you have a plugin-related crash on editor start...

Monday 26 October 2015

This function is wonderful.


It allows to fix those bugs that happen only in packaged game where the fix is causing other problems in Play-in-editor. With this we can add a condition and make both situations work.



"Recipe" for a world-space animated wave:


The divider (100 in this example) scales its size, and multiplying Time by a value would control the animation speed. The direction of the wave can be reverted by subtracting Time instead of adding it.


Thursday 15 October 2015

Wednesday 14 October 2015

I've made particle birds!

I made a flipbook material which can be controller by the particle system:



The particle system spawns a burst of 2-6 birds in a single direction:


This is then managed by a blueprint, which spawn the emitter with a rotation towards the player, plus (90/-90) degrees in the make them go left or right at random, each 10-15 seconds. Parameters are passed from the blueprint to the emitter, and then to the material. (e.g. If the birds fly towards left, we set the scaleX of the UV in the bird material to -1, to mirror the image.)






Thursday 8 October 2015

Wednesday 7 October 2015

Wednesday 16 September 2015

So I discovered what is the Game Instance object. It is an object that is persistent during gameplay, in that it stays for the whole duration of the game, then gets destroyed only when the game ends. This makes it much more simple to have data being carried over level loadings in a game that is not using the streaming level system.


Later on you can simply get a reference to it in any script with that node:



Tuesday 8 September 2015

First time is use a math expression node in blueprint: 


It basically does the same work than the basic math nodes, but at a reduced cost. I guess its important  to use it when the math is being called in a tick function.

Tuesday 1 September 2015

I find it weird that there is nodes to get all basic class instances (Get Game Mode, Get Player Controller, Get Game State)... but not one to get the HUD instance. So I made one:


So I went to a pixel art class...


Monday 31 August 2015

Today I created a blueprint node in C++, that returns the name of the persistent level. This is needed for my project and was not exposed in blueprint:


This is a new addition to my blueprint function library; I am starting to think about making it a plugin someday!

Friday 28 August 2015


Today I made my very first custom blueprint node:



...not too shabby I guess!

Monday 24 August 2015

I just realised you can make a ripple-like effect by applying a sine on a radial gradient:


...and make different shapes by simply adjusting the circle density parameter:




Useful for water fountain/splash effects!


Friday 21 August 2015

Sparky explosion. The sparks are GPU particles that change direction randomly:


Thursday 20 August 2015

Flamethrower! 




Just attach that to anything animated and you get something like this:




Wednesday 19 August 2015

Friday 24 July 2015

Today I discovered that this node can download an image from the internet and output it as a texture! The possibilities are truly infinite...



Monday 29 June 2015

Sunday 28 June 2015

Blueprint interfaces are great for latent actions, such as LoadLevel:


Then all scripts that need to trigger something after the latent action can integrate this interface, and create the event node:



Thursday 25 June 2015

Tuesday 23 June 2015

Thursday 18 June 2015

So I found some settings that work with the new CircleDOF in 4.8 (Just change these settings, leave the others as default) :


Sunday 14 June 2015

Hypercube has migrated to Unreal 4.8! Look at this beautiful feature: