Unreal Engine Archives

It’s a 3D Game Engine made by EPIC. It brings together 3D concepts, coding and writing. Not everyone can handle that.

How to make an object die after a set amount of time in Unreal Engine

With spawned objects like bullets and projectiles, there’s a danger of creating a memory leak in our projects. This can happen when things are instantiated and added to the game world, but are never removed. Imagine creating a plethora of flying bullets that are only needed for a moment, but when not removed, they’ll keep …

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Spawning characters automatically in Unreal Engine

In this article I’ll show you how we can keep a specific number of actors in the game world, and “replenish them” should they be removed. Imagine a game in which you pick flowers, and over time said flowers automatically re-grow but never exceed 10. Or a game in which the player battles against 5 …

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Setting up a simple AI Controller in Unreal Engine

Unreal Engine can make pawns to things, like chase down and follow the player. This is known as AI behaviour, for Artificial Intelligence. It works surprisingly well! Here’s how to set it up – in its simplest form. In principle we have to create an AI controller add the AI controller to the pawn define …

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How to extract an element by index from an Array in Unreal Engine

I know how to get an element by its index from an array in C, but I had no idea how this simple feat would work in Unreal Engine Blueprints. Turns out it’s a simple Get Node, however drawing it out and finding it is not so simple. Consider this code, which takes the first …

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How to implement a Blueprint Interface in Unreal Engine

Interfaces are a C thing. They’re a set of functions that one class can implement so that an action is performed on another class of a potentially different type. Rather than calling a function explicitly on another class, we’re sending a message. If the receiving class knows what to do with it, it’ll react. If …

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Refactoring complex Blueprint Code into separate functions in Unreal Engine

The beauty of Unreal Engine’s node system is that it’s relatively easy to extend your application code visually. At the same time, this can lead to extremely messy code (literally spaghetti code, considering the amount of noodles on the screen). While such code may be working in the heat of the moment, your future self …

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