A python script to fixup include paths when upgrading projects to Unreal Engine 4.24.
Unreal Engine 4.16 introduced Animation Modifiers, a type of native blueprint class that enable users to apply a sequence of actions to an animation sequence or skeleton asset. In this article I will show you an example of animation modifier blueprint and a sample project which allows you to add foot sync markers and foot position curves to animation sequences.
In this article I will show you how to use the GFlags tool to enable debug messages for Windows module loading. It can be useful when your Unreal Engine project fails to load some DLL module.
In this article I’m talking about the Steam Online Subsystem of the Unreal Engine. I’m focusing in particular on some issues with the ping values when searching for a steam session from a locally hosted game lobby. Code examples will be provided.
Bandwidth optimization is very important in a multiplayer game. In this article I explain how to define your custom serialization logic to compress USTRUCT data in Unreal Engine.
An in depth analysis of Unreal Engine physics subsystem with a focus on substepping, a semi-fixed timestep model for physics simulations. In this article I’m showing sample code, an example project and a useful interactive graph displaying how substepping works at different frame rates.
A fix for a problem on Unity 5 builds crashing on Linux, and for an issue with the Steam overlay on Mac OS X builds. It turns out that there is a simple code fix that can solve both problems.
Although you can’t use the Steam DRM wrapper for Unity games, you can leverage a couple of methods of the Steamworks API to make basic DRM checking in your games. In this article I will talk about the techniques you can use and the errors to avoid.
In this article I will talk about screen resolution management in Unity and how to enforce screen aspect ratio in a scene.
A couple of blueprints to make a set of actors automatically orient at edit-time toward another actor. This behaviour can be useful for artists during the creation of an environment in Unreal Engine.