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Sunday, April 19, 2015

How to: Package and Deploy Your Project to the Google Play Store in UE4

So in this tutorial we are going to try to walk you through the steps of getting your app onto the Google Play store.  Initially I assumed this would be a relatively easy and streamlined process, and for the most part it is.  Unfortunately, not everything is as simple as it seems, and while the process has gotten MUCH better since 4.7, there are still some nuances that aren't explicitly explained.



Created for UE4 v4.7.5


Friday, February 6, 2015

How to Get Plugins to Package Correctly in Your UE4 Projects


In this tutorial we are going to go through a work-around for packaging games with plugins in them.

 "Plugin 'Your Plugin' failed to load because module 'Your Module' could not be found.  Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project."

Created for UE4 v4.6.1


Thursday, February 5, 2015

How to Create 3D Imposter Sprites in Unreal Engine 4 - Part 2


We covered the steps for capturing a high resolution screenshot of your mesh in Part 1 of this tutorial, so now it's time to put those together and make them into an imposter sprite.

Tutorial completed using Unreal Engine 4.7 Preview 5

How to Create 3D Imposter Sprites in Unreal Engine 4 - Part 1


We're nearing the release stage for our game and we've gotten to the point where we are working on optimizing everything for mobile devices. We want to try to support as many devices as possible, so we considered the idea of using sprites to replace our 3D models to save on system resources.

Unreal has a built in way to make what they call "3D Imposter Sprites" (also known as billboard sprites or 3D sprites) that are 2D sprites that look like 3D models from every angle (or just from one axis if you really want to save on system resources) because their surfaces are always facing the camera. This sounds great in theory, but I had some trouble getting them working when I was following the Unreal documentation. Here is my modified (and, in my opinion, clarified) method for creating 3D imposter sprites for your game.

Tutorial completed using Unreal Engine 4.7 Preview 5

How to Create a Global Audio Volume Control (Sound Slider) Using UMG - Part 2


Hey guys, so for part 2 of our sound tutorial we are going to be setting up the sliders on the menu, and setting up the blueprint for the sound menu.


Created for UE4 v4.6.1, Rama's VictoryPlugin Required

How to Create a Global Audio Volume Control (Sound Slider) Using UMG - Part 1


So we recently implemented a global sound slider for our SFX and Music.  We used the UMG Menu to implement this, and there have been a few changes to UE4 since we made the last tutorial.  In this tutorial we are going to go over the implementation of the sound slider. Keep a look-out for our updated UMG menu tutorial also.

Created for UE4 v4.6.1, Rama's VictoryPlugin Required

How to Create a Menu in Unreal Engine 4.6 using Unreal Motion Graphics (UMG) - Part 3


Alright guys, here is our third and final step in implementing your UMG menu in Unreal Engine 4. This step will tie everything together and ensure that any values that you set for your options persist after the values are changed.

Created for UE4 v4.6.1

How to Install a Plugin on Unreal Engine 4


There are several independent developers out there making some really useful plugins for UE4. This is going to be a short tutorial on how to install a plugin for use in Unreal Engine 4.

Created for UE4 v4.6.1, Rama's VictoryPlugin Required

Saturday, January 31, 2015

How to Prevent Your Actors From Spawning On Top of Each Other in UE4 Using Sphere Trace for Objects



So in this tutorial we will take a look at how to prevent actors from spawning on top of each other by using a Sphere Trace for Objects.  The Trace for Objects set of functions are useful for many applications, but in this instance we will be using it as a work-around for the either defective or misleading "Spawn Even If Colliding" boolean on the SpawnActor function.

Created for UE4 v4.6.1

Thursday, January 29, 2015

How to Use Emissive Materials to Light Up Your Levels in UE4 with Blender and Substance Designer


In Unreal Engine you can use emissive materials to help give your meshes some character and light up your game. Basically, if you want your material to give off some light without having to add a lamp to your scene you're going to be working with emissives. This is going to be a short and relatively simple tutorial on how to create meshes in Blender and texture them in Substance Designer so that they can light up in Unreal Engine 4 using emissive materials.

Friday, January 23, 2015

How to Create a Menu in Unreal Engine 4.6 using Unreal Motion Graphics (UMG) - Part 2


Alright guys. After a very long hiatus, IDKUDK has returned with our UMG tutorial series UE4.6 has been released (and 4.7 is pending), so here's the newest iteration of how to build a basic menu using UMG. Epic has added new features to UMG, including the ability to use 3D menus, but that will have to wait for a later tutorial.

This tutorial picks up where we left off in the last UMG tutorial.