Realtime Distance Field Textures in Unreal Engine 4

For a long time I wanted to be able to generate Distance Field textures on the fly to create various visual effects. Lately I needed this effect to replicate the Photoshop “glow” filter that you can add on layers. The goal was to apply a “bloom” or “glow” on the UI I’m designing for my current project. This article was written based on Unreal Engine 4.20 Distance Field ? Quick recap for people who don’t know what distance fields areRead more

Setting up Perforce with Docker for Unreal Engine 4

This guide explains how to setup a Perforce server on a Synology NAS via Docker to be used with Unreal Engine 4. That’s something I wanted to do for a while and I finally took the time for it. I’m therefor writing this guide as a reminder for me but it will probably be useful for others as well. (Cover image from Unsplash) Disclaimer : I’m just a technical artist. My knowledge of network software, IT and anything related isRead more

True First Person Camera in Unreal Engine 4

I decided to share the method I use in my current project to handle my true first person camera. There is little to no documentation on this specific type of first person view, so after looking into the subject for a while I wanted to write about it. Especially since I had a few issues which took me a bit of time to resolve. The end result looks something like that : True First Person ? What do we callRead more

froTools 3.3 : Maya 2018 compatibility, mesh analyzer, reworked export

Interface preview : The froTools is a toolset for Autodesk Maya to speed up your modeling workflow. This game content oriented script allow you a quicker access to the common tools that you use in Maya when you do polygonal modeling. It also provide a lot of new tools to make some tasks more easy to perform. This script also provides : A quick exporter for the FBX and OBJ format Custom hotkeys dedicated to the functions inside the froToolsRead more

UE4 : Specify default monitor location at launch

As I recently moved from a two screens to three screens setup for my desktop computer I met a little annoyance in the way the Unreal Engine 4 create its game window (everything is fine with the editor). By default the engine will create a new game window on the first screen it finds, probably because the Operating System sort them in a specific order and the engine parse the list as-is. My main problem is that the first screenRead more

Anamorphic bloom with Unreal Engine 4

The goal of this blog post is to describe how to modify the UE4 default bloom shape. This is possible with a specific console command but also by modifying the source of the engine. Usually a bloom effect is used to simulate an artifact from a camera. The part producing the artifact is the lens and not all of them behave the same way. The most common shape is a circle but some can bleed in other ways depending ofRead more

Stop using the if() node

I admit, that title is a bit misleading. Too many time I see people using the “if()” node in UDK/UE4 for some specific use case while there are other way to avoid the if() node and therefore its cost. (All my tests and comparisons were made with the UE4 4.12.3 and an NVIDIA GPU.) The cost Branching on modern hardware has less impact that a few years ago, but if it can be avoided by some simple math it’s oftenRead more

Making Maya faster again to exit/quit

As a long time user of Maya 2013 it pains me to see that while Maya 2015 (but also 2016/2017) looks great on the feature list, it is bothered with a lot of little lags or big slowdowns. One of the most common being the long time necessary to close Maya 2015 (an issue that have been discussed here for example). Closing maya quickly The trick is a bit dirty, but it does the job. The reason why Maya 2016Read more

UE4 : My Engine/C++ modifications

I did several changes in the UE4 engine, mostly personal changes. Some choices made by Epic doesn’t always fit my needs. I believe some people would also be interested those. Also this post will be useful for me too to track all my modifications. 🙂 Comments are open if you have questions ! I will keep this post updated when I will change my version or that I edit some other parts of the engine code. Currently the code belowRead more

[code] Custom gravity on props (kActor)

Some people ask me often how I released this effect : I use a inherited class from kActors to achieve this. Then inside a custom tick you simply push a props with a gravity effect. That’s why in the video when I grab a barrel with the gravity gun, the barrel is shifted. This code is old, something like 2 years old, and I never updated it after I posted the video above. Still, it might interest some guys outRead more

EXIL Dev-Blog 6 : Cleaning, Beams and post-process

A new month means an new dev-blog. So what is new since January ? 🙂 (A lot of chat and not many images this time, sorry.) Behind the scene A spend a bit of time cleaning and rewriting some code of the core gameplay. Mainly rewriting properly the climbing detection functions. There is still some errors that I have to fix but now my code is more modular than before, so it’s easier to manage and fix any possible problems.Read more

[code] Add feedback (Rumble) to your xBox controller

So, I just found how to enable the force feedback on an xbox controller. I’m surprised that by default it’s not enabled with the UDK. The solution works in 2 times : your config file and the call of the rumble function. The config file : DefaultGame.ini If you don’t have yet a section called [Engine.PlayerController] inside your DefaultGame.ini file you should add it. I found the solution on the official gearbox forum were somebody asked how to disable theRead more