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

Just showing off the door GPU particle effect:


I made this effect yesterday:


The Smoke effect in a scene with red/blue lights like the Unreal demo: