Unreal Engine Archives

Articles about Unreal Engine 4 and 5

How to use Event Dispatchers in Unreal Engine

Following on from my earlier article about referencing a Blueprint from another Blueprint, Unreal Engine has another interesting way for inter-object communication. Sometimes we need to reference more than one object, say when press a button and want several objects to react, all in their own different way. Imagine pressing a button and a light goes off, a particle effect gets triggered and several enemies get spawned. Event Dispatchers can do that, and here’s how we can use them.

In this example I’ll have a Switch object, and a Lamp object. When we press the switch, it’ll send out a message to which the Lamp (and other objects) can react. Each object can implement the function and execute different code. I’ll only show the abstracted Lamp code here for brevity, from which I’m sure you’ll understand the gist.

Sadly the terminology “dispatcher” is a little confusing. At least to me, it suggests that an event is dispatched (i.e. sent), whereas in reality the dispatcher is actually the listener rather than the sender. Hence the dispatcher needs to be setup on the event that needs to react. A real-world dispatch worker doesn’t work that way (thanks code people for confusing us non-coders).

Read more

How to make an object invisible in Unreal Engine

I’ve recently had to use a helper object in Unreal Engine (a plane), but I didn’t want this object to be seen when the game was running. In a regular 3D application I would have just clicked that little eyeball icon to hide it, but that would temporarily remove the object from my scene in …

Read more

Creating a Moving Platform in Unreal Engine

I’ve made a simple moving platform in Unreal Engine today. This is used in platform games all the time, be it as a triggered mechanism or an automatically moving always-looping/moving thing. Remember all those gaps you need to cross over a deep ravine, while stone platforms are moving left and right, and you’ll have to …

Read more

Building a Sliding Door in Unreal Engine

I’ve been following Katie’s videos to get my feet wet with Unreal Engine, and thought I’d take a note on how to build her sliding door so I don’t forget. Here’s how I’ve built mine in principle:

  • create a new Blueprint Actor
  • bring in a cube and build an “InnerDoor” piece (that’s the one that will slide up and down)
  • build a frame for the door (will remain static)
  • add a Box Collision and extend it (it will trigger our animation)
  • use a Timeline node to raise the door
  • reverse the process so the door closes

I’m doing it slightly different to how Katie suggests it, but there’s really no right or wrong way. I’ve described how to do something similar with a Level Sequence in another article. Let’s see how to do it with a Sequence Node here.

Read more

Changing Morph Targets programmatically in Unreal Engine

I’ve just found out how to change values for Morph Targets on objects in Unreal Engine via code. This will come in handy when any attribute needs to be updated either as a result of user input, or via automation. Here’s the basic workflow:

  • know the exact name of the Morph Target
  • add a Set Morph Target node in Blueprints
  • populate it with the name of the morph
  • give it a value (between 0 and 1, equivalent to 0% to 100%)

Here’s a small example that continuously changes my Genesis 8 character from Basic Female into Olympia. While not particularly useful in itself, it illustrates how a parameter change can trigger a morph.

Read more

How to get rid of the white ball in Unreal Blueprints

When you start a new Blueprint Class in Unreal Engine, there’s this weird white ball that shows up in the centre of the viewport. I believe it represents the Default Root object. Trouble is, there’s no obvious way to get rid of it, even when you add a mesh object to your Blueprint. For a troubled and easily confused beginner like myself, I don’t even know what question to type into Google to get an approximate answer.

In this article I’ll show you the simple solution to the problem. Here’s the ball I’m referring to:

Even with a Static Mesh in my scene, that ball persist. I can’t even select it.

Read more

Animating Synty Characters in Unreal Engine

I’ve been intrigued by how easy it is to render a scene from Synty Studios in Unreal Engine. It’s as easy as opening the project and selecting the demo map. This allows us to explore the scene with the default Unreal Mannequin. I wanted to find out how to use a Synty character in its …

Read more

My first 24 Hours with the Unreal Engine

In my quest to take a look behind the scenes of how game engines work, I’ve decided to take a closer look at the Unreal Engine, more specifically UE 4.22.3. I had installed it a few weeks ago but other than launch a template or two, I didn’t do anything else with it. After my recent deep dive into Unity, I thought this would make for a nice comparison writeup.

Here’s how I experienced the first 24 hours with Unreal. I’ve even added a video at the end to show you a level that I’ve built. For this review I’ve been following this tutorial series by Paul Kind. He’s a wonderful teacher!

Read more

How to update Unreal Engine

Sometimes I can’t work out the simplest things. Either I’m too stupid, or something that’s super obvious to developers is not necessarily obvious to the humans using it. One such thing is the question, “how do we update the Unreal Engine”. I’ve just found out, and thought I’d share this nugget of information with you. …

Read more