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

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:


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:


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:




Monday, 25 May 2015

Monday, 11 May 2015