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

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

Summary of 2015

I have been more busy that I would have thought in the first place. I’m a bit sad that my blog is so slow currently, I always enjoyed posting my current progress. Anyway, this post today will present a bit what I have done during this year. Hopefully I won’t have to do the same next year. 🙂 EXIL During the beginning of 2015 I have worked on my UE4 game project named EXIL. I wanted to do a trailer thatRead 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

EXIL Dev-blog 9 : Going to the Unreal Engine 4

A bit of time passed since my last dev-blog post (I feel like I’m coming back from the graveyard, my last dev-blog was one year ago). It’s not that I didn’t wanted to give more updates, unfortunately my school became very overwhelming, same case for some other projects. I still kept working on Exil here and there, but often not very focused. Most of the time it was for minor features. Those following me on Twitter had the chance toRead more