Unreal Engine 5 Archives

Unreal Engine 5 differs in many respects from UE4, so much so that it warrants its own category. Many of the previous principles still apply, and these are my notes on the new version. I’ve started using it in 2023.

Setting up a Blend Space in Unreal Engine 5.1

Blend Spaces can mix animations together depending on value input. This can be used when say your game pad input determines how fast your character can walk, so that an idle animation is blended together with a walking forward animation. That way there’s no pop between each animation. Let’s take a look how to setup …

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Sharing UE4 Animations with a UE5 Skeleton

Unreal Engine 5 offers an exciting way to share animations from UE4 skeletons on the new UE5 skeletons. This works by way of a pre-configured IK Rig and Retargeter specifically made for this purpose, and an export option so that we’ll end up with a set of new animations that are ready to be used …

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Formatting Text Objects in Unreal Engine

Text Objects can be formatted with a funky node called Format Text. It’s a very powerful little thing, even though at first glance it certainly doesn’t look like it. When you drag in a value, it is literally passed through without much change. However, if left alone as in the example above, we can use …

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Rounding values up and down in Unreal Engine

When dealing with float values, we’re often less interested in the exact value and can make do with a more human readable one. Unreal Engine has a couple of rounding functions we can use to make this happen: Ceil to Integer and Floor to Integer. Ceil rounds up, so 1.6 becomes 2 and -1.6 becomes …

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Damaging Actors with OnTakeAnyDamage in Unreal Engine

I didn’t know about a handy event that can apply damage to an actor, thanks to the OnTakeAnyDamage function. It’s an Event Dispatcher that Actor classes listen to, and if applied from another object, it’s really easy to pass on how much damage happened and also how it was caused. Consider this code plugged into …

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Bringing back the dotted outline in the Widget Editor

Creating my first HUD widget in UE5 was a little disconcerting, as I didn’t see a reference to where any of my UI elements would end up on screen. Turns out there was an invisible default element called Canvas Panel in previous versions, into which we would place our UI elements. Thankfully this thing is …

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