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:


Friday 12 June 2015

Today I learned about the property matrix editor. It is a tool that is useful for bulk processing parameters in several assets at the same time. Huge time saver!


Thursday 11 June 2015

A ''Projector'' blueprint, using 3 Spotlights with each a light function made from the channels of the given texture or movie. 


This gives more realistic results than a projection that is using a decal, because:
- Frustum is cone-shaped instead of box-shaped
- Frustum has a center gradient (hot spot), and has access to basically all light features
- Projection can get occluded by obstacles instead of just painting everything like decals do
- Textures gets stretched and fade as a the spots direction gets parallel to the surface


Wednesday 10 June 2015

A two-sided parameter for a material (the material needs to have bTwoSided set as true). 
Plug it into opacity mask or have your opacity mask nodes be multiplied by it.


Sunday 7 June 2015

Friday 5 June 2015

I discovered about this plugin called sound visualizations plugin. I made a little test with it:





A crazy pixelated + dithered + indexed colors effect: