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

Tuesday, 21 April 2015

A decal for a built-in light. Its useful because artist do not have to make an actual hole in the geometry.



A world space vertical gradient


Monday, 13 April 2015

Added a tutorial arrow to suggest that the cube can be rotated. It is present in the first levels.