Patch notes for the Actor Portrait plugin on the Unreal Marketplace
Patch notes for version 3.0 of the Dynamic Thumbnail Generator
A write-up on how I optimized the Dynamic Water Physics plugin for Unreal Engine 4
Patch notes for the Dynamic Water Physics plugin
Unreal Engine Water integration Not what you’re looking for? You can find the documentation here. Don’t like the written tutorial format? There’s now an improved video version which you can find here! This plugin comes shipped with a module which allows you to quickly set up water physics simulations for your Unreal Engine Water bodies.…
A short writeup on how to add child-actors to your Actor Portraits
Plugin feature overview Not what you’re looking for? You can find the tutorial here. Based on boat physics algorithm from Just Cause 3 The core water physics implementation of this plugin is based on the boat physics algorithm used in Just Cause 3. Originally written by Jacques Kerner, you can find the full implementation guide…
Transparency with a capture component The actor portrait plugin uses a USceneCaptureComponent2D in the backend to capture the portrait scene. Anyone who has attempted to capture an image with transparency using this component will know that it has some issues, mainly that it is not possible to easily use post processing in conjunction with transparency.…
Actor Portrait Widget [Related posts] Using the Actor Portrait You can find the Actor Portrait widget in the Advanced Section in the Designer Palette. To add a child widget to your Portrait, simply drag the desired widget onto the portrait widget, as you would with any other container. The Portrait supports up to one child…
How to generate a thumbnail Generating a thumbnail using this plugin is very easy. In blueprint, you can use the Generate Thumbnail node. The function can also be used from C++ by calling UThumbnailGenerator::Get()->GenerateActorThumbnail(…) Setting up the project First of all, let’s go over how to install this plugin into any project. With pre-build binaries…
Introduction While working on the title Animal Super Squad, I, like many before me, ran into the issue of variable timestep in Unreal’s physics-implementation. In this game all vehicles are driven using custom spring and wheel logic, with Unreal’s PhysX implementation used as foundation for forces, and collision detection. This game was released for a…
About The Game This is a game that builds bridges instead of burning them. Venture into this VVVVVV inspired co-op adventure, but first each player need to choose a launcher. There exists two launchers, one made in Unity3D, and the other is made in Unreal Engine 4. Since the physics don’t quite function the same…