Skip to main content

Unreal Engine Diaries #10

  • To display the AI Perception range in the editor, go to Editor Preferences >> General >> Gameplay Debugger & tick the 'Perception' parameter. Also in post processing, set AA to 'FXAA' or none to display the debug lines better.

  • In the widget blueprint, select multiple widgets from the Hierarchy panel & then Right click >> 'Wrap with' to wrap the selected widgets within another widget like Canvas Panel, Border, etc.

  • Add 'Rotating Movement' component to actors to have them rotate automatically. The rotation rate for each axis can be set from the component. This could be used to create interactive objects like weapon pick ups in a shooter or effects like rotating coins in a side scrolling game.

  • Wrapping widgets with 'Invalidation Boxes' can be used to increase performance as they get executed only at the time of creation & not every frame unlike other widgets. This could be especially useful when there are lots of static UI elements that do not get updated at run time.

  • The 'Random unit vector in cone' node can be used to get random line trace target locations for creating shotgun spread patterns.

Popular posts from this blog

Unreal Engine 4 Tutorial: Smooth Zoom using Mouse Wheel for Top Down Template

Well, I had already written a tutorial for implementing Smooth Zoom functionality for Top Down Template. But it was based on keyboard inputs. Since most Top Down PC games use mouse wheel for zoom, I decided to make a tutorial for the same. The core logic here is the same as the one implemented by Ryan Jon for the custom camera in his RTS Community Project. If anyone's interested, they can get the code for the RTS Community Project here:

UE4 RTS Community Project

Anyways, he has replaced the default camera for the characters with a general camera since that's more ideal for developing an RTS game. Since a basic Top Down game with a single playable character does not need a separate custom camera, I decided to implement the same functionality for the default player camera in UE4's Top Down Template. So let's get down to it.

First of all we need to make a custom curve from the content browser. We will be using this curve to define the smooth camera movement while zooming …

Unreal Engine Tutorial: Create Circular Ring Material without Textures

Hi, welcome back for another tutorial. It's been quite a while since I put up a tutorial as I've been busy working on toolkits for the Marketplace. One of my earlier tutorials [link: Unit Selection Decals for RTS Games] had focused on how to create ring materials using textures, as well as using them to display unit selection decals for RTS games. However, a drawback associated with using textures was that it prevented the user from changing the inner & outer radius of the ring. And during prototyping stages of a product, it's far better to implement structures that can be changed easily from within the engine so that you don't have to create a new asset from an external package every time you need to test out a new idea. I've found this approach quite useful while working on my own products. Hence, this tutorial focuses on creating a ring material that can be adjusted both from within the material editor as well as dynamically at runtime.

Alright before we get …

Unreal Engine Diaries #11: Nav Mesh Configuration

[This episode of Unreal Engine Diaries focuses primarily on nav mesh configuration, nav areas & configuration of agent types.

Source: Unreal Engine 4 AI Support Twitch Broadcast with Mieszko: https://www.youtube.com/watch?v=7LaazCv4rB0]

1. The Recast NavMesh has a couple of attributes named 'CellSize' & 'CellHeight' under the 'Generation' section in it's details panel. Together they determine the resolution of the nav mesh & lowering these values can create more precise nav meshes. It could be especially useful when there are lot of holes in the nav mesh due to the surface properties of the terrain. However, lowering them also makes the nav mesh calculations more expensive.

2. If runtime nav mesh generation is enabled, it would be best to set the 'Tile Size' attribute of Recast NavMesh to the minimum viable amount.
3. The 'Min Region Area' parameter which can also be found under 'Generation' section of Recast NavMesh can be i…