Category: Unreal Engine
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How to Browse All Blueprint Assets of a Defined Type in Unreal Engine
Context I admire the simplicity of GameplayCue: create a blueprint, set the correct tag, and it’s ready. Replicating this for in-game events seemed logical, allowing our sound designer to connect events to Wwise effortlessly. Here’s a breakdown: While it sounds straightforward, implementing this in Unreal is a bit complex. Let’s go step by step. The…
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Unreal Engine: Fixing the ‘Pin Context Object must have a connection’ Issue
I wanted to empower my sound designer to create simple blueprints that respond to Game Events. To achieve this, I created a custom class inheriting from a UObject to encapsulate the blueprint script. However, in this object blueprint, when attempting to access a Service (or any static method with a hidden World Context Object pin),…
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How to Attach an Actor to Another Actor Using a Socket in Unreal Engine
It’s worth noting that the ‘Attach Actor to Actor’ node might not behave as expected when trying to attach to a socket on a skeletal mesh. This can be a bit misleading because this node attempts to attach to a socket on the Root Component. However, in the case of a character, the root component…
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Optimize Debugging in Unreal Engine with Cheat Codes
Whether it’s for QA testing or during playtesting, maintaining control over your game is essential to efficiently tackle bugs, obstacles, and repetitive tasks. While developers commonly bind inputs to cheat codes – like associating F5 with invincibility – this approach has its limitations: A more effective solution is employing console commands. Triggered by the backtick…
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Creating a Loading Screen for heavy vevels
Summary If you encounter issues with assets loading too slowly and your player’s pawn being instantiated before everything is ready, creating a loading screen can be a practical solution. Not only does it provide a better user experience by showing progress, but it also ensures your pawn doesn’t spawn prematurely, preventing potential glitches such as…
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FPrintf in Unreal Engine with TEXT, FText, and FString
Introduction TEXT is a macro for creating wide-character string literals, FString is a C++ string-like type for general text handling (e.g. logs), and FText is a specialized type for managing string translations and handling localized text for, among other, UI elements in Unreal Engine. Not that FText objects are immutable (they cannot be modified), ensuring…
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How to calculate an Actor Oriented Bounding Box (OBB) With Unreal Engine
To obtain an Oriented Bounding Box (OBB) for an object, we first need to retrieve the local Axis Aligned Bounding Box (AABB) and then construct our OBB using a center and an extent vector transformed with the Actor’s world Transform. While the AABB consists of a single Extent vector representing the magnitude on each axis…
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How to fracture a complex mesh with Blender 3 (solve your not fracturing correctly)
Symptoms When using the Blender fracture add-on on a complex mesh, it may fail to work properly. For example, the mesh may not be fractured correctly, shapes may be added, or shapes may be disjoint without being fractured. This is usually because the add-on is unable to find the correct Voronoi region if the object…
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How to solve Invisible / very small mesh when importing a skeleton from Blender
Symptoms If you model and rig your character in Blender and import it into Unreal Engine via FBX, you may notice that the mesh appears invisible or very small. In some cases, the mesh may initially appear fine, but disappear after applying an animation blueprint. Cause The issue is caused by the FFbxImporter in Unreal…
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How to Spawn an AI Controller Pawn in Unreal Engine
Use “Spawn AI From Class” to Spawn an AI Character If you want to spawn a Non-Player Character (NPC), you should use the “Spawn AI From Class” node in Unreal Engine, rather than “Spawn Actor for Class”. This is because an AI character is actually composed of two actors: the pawn and the controller (which…