Tag: ue4

UE4: Making a decent scene (Part 1)

In Unreal Engine 4, beginners mostly suffer because they can’t make a scene. But, %66 percent of people get across that very quickly, and almost everyone gets stuck on the issue of lighting, positioning props, etc. (Well, as far as I know). Well, I have a tactic. Which is, randomly making a scene, then getting inspiration from that scene to make the scene you desire.

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Unreal Engine 4: Moving platforms V2


I said that I was going to write a bonus post containing 5 bonuses. Here they are:

  1. Changeable timeline curve
  2. Making other objects be able to hit the button
  3. Chained lifts & lifts stopping when blocked
  4. Lift shooting projectile when it stops
  5. Rock smashing through the wall we made in the material instances post

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Unreal Engine 4: Lifts and moving platforms

Lifts and moving platforms are an essential part in making platformer games, or any game at all. And, it is really important because a game with just static objects would be really boring, so you definitely need moving objects, platforms, etc.

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Unreal Engine 4 Graphics: Material Instances

Material instances are fairly simple, but they are really useful. If you use material instances, you won’t have to make ten whole materials just to have a variety of colors to choose from. They use a base material that limits how many nodes, values etc. you have by assigning parameters to the ones that are used, and keeping the other nodes and values constant in the base material, and when an instance is created only the nodes with parameters can be used.

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Unreal Engine 4 Blueprinting and Designing: Secondary Fire

Creating blueprints or designing a game mechanic might be a challanging task for a beginner, and maybe won’t even be able to start anywhere.  So as a starting place, I have come up with a fairly simple project, that is making a secondary fire for the First Person Shooter template which UE4 provides us with.

Firstly, let’s clarify what we are trying to make. What I have in mind is a heavier metal version of the normal projectile, that makes a lower pitch sound when fired. So, according to that, the things that we have to do are:

  • Create a metallic material for the projectile,
  • Modify the projectile to be larger,
  • Make the projectile’s initial velocity bigger,
  • Create a sound to be played when the projectile is fired, and
  • Modify the character blueprint so that it fires the second projectile when a secondary fire key is pressed (right mouse button).

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