In today’s Devlog, I want to take a break from more technical discussions and talk about more big picture things, which nevertheless affect our work performance as C++ programmers a lot. So I have gathered a list of ten biggest mistakes and time-wasters in my UE development journey I’ve made myself in the past. And ...
A devlog about my journey in C++ game development with Unreal Engine.
In this C++ Devlog we dive into storing arbitrary byte data (like screenshots) in the SaveGame objects of Unreal Engine.
In today’s refreshingly simple Devlog entry, we will be looking at taking screenshots in Unreal Engine 4. We will be taking them through C++ and storing them as a pixel color array in a container class. If we would like to take screenshots as files, many plugins can already help us out. But what if ...
In this Devlog post, we will talk about the different designs our custom-built Blueprint function nodes might have, and how we can communicate their functionality through their form. We also talk about exposing C++ functions to Blueprints.
This post is all about being on the right side of Unreal Engine's garbage collector. It may even be a definitive high-level guide at that.