Proof of Concept: Maya to Unreal Engine 4 'Batch Placer'
I created a cool little tool that allows you to associate objects in a 3d package with static meshes in Unreal Engine 4. The video above has more information. The source for this is located on my github [https://github.com/Allar/ProductivityPlugin].
Proof of Concept: Routing Unreal Engine 4 to Resolume through Spout
As a silly challenge, I made a solution to what I thought was the unasked question of "How to use UE4 with Spout". I set up a special Camera Actor in the world that would send its render texture target to a Spout listener using some really hacky UE4 RHI
UE4 4.5 UMG Workaround: UI loses focus when clicking on no widget
In 4.5 UMG if you set a player controller's input mode to UI Only when trying to show a modal widget, clicking in the empty/dead space of the viewport causes focus to shift back to the player controller. If you don't want this behavior, the easiest workaround is
Just A Thought: LaTeX for Kids
Just a thought. Inspired by a friend of mine's post on Facebook, I believe we should embed android tablets into the desks of schools and teach kids in their very first year of school how to answer math problems with LaTeX. The ability to deconstruct mathematics into an alternate language
UE4.4.3 Pre-existing Blueprints Don't Reflect HideCategories Changes
Relevant to Unreal Engine 4 version 4.4.3. Today I found out that if you have some blueprints that you'd like to clean up editor wise so they are visually easier to change relevant settings through HideCategories, changes to HideCategories will only take effect on new blueprints of that
UE4 Marketplace Review: Rin Blueprint Dice Pack
Video Review Summary Worth It? If you just need some dice that can give you a face-up value when physically tossed around, then yes, you should definitely buy this pack. If you are building for mobile though, I would not due to its current un-optimized form. If you have the
UE4 Marketplace Review: Military Character Dark
Video Review Summary Worth It? If you are working on a third person project, yes. If not, I would hold out for a character pack that includes first person arms. Pros * Cost effective * Look Good within UE4 * 4K Diffuse and Normals * Skinned to Epic's Animation Starter Pack Skeleton Cons * 4K
Setting up version control (Perforce) for Unreal Engine 4 using DigitalOcean and Ubuntu (Part 2)
New Version There is a completely new version that adds the Engine to Perforce in a completely different and much better way. You can read about it here: http://allars-blog.ghost.io/2017/04/05/populating-perforce-with-an-unreal-engine-source-build/ Video Version Condensed Version If you know how to use Perforce, basically... Make all
Setting up version control (Perforce) for Unreal Engine 4 using DigitalOcean and Ubuntu (Part 1)
A common question with Unreal Engine 4 (UE4) [http://www.unrealengine.com] is "how do you set up version control?" I think this is a very important question and if you have never used version control for your projects you are crippling yourself from the start. I won't go into
The Announcement of Alone in the Dark: Illumination
The PAX Announcement Prior to officially announcing our game, it is normal to contact various press outlets about the fact that you are announcing a game so that they can come over and check it out and post new media about the new game. It usually is not normal for
UMGEx: UMG Extensions for Unreal Engine 4
I released some unmaintained but stable code that adds some predefined extended UMG widgets to Unreal Engine 4 that support things like dynamic widget creation, beter skinning support, and a few other features discussed in the way too long video shown above. Source for this has also been released on
Preparing for Global Game Jam 2013
For this upcoming Global Game Jam 2013 [http://globalgamejam.org/], I want to come armed with a functional prototype of ForecourseUI and my web service platform to make whatever my team makes even more awesome. So far a lot of work has to be done, but its looking good.