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.
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 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.
In this article I will talk about unit scales conversion between 3ds Max, Unity 3D and Unreal Engine.
In this articlde I’m talking about the different basis orientations in 3ds Max, Unity 3d and Unreal Engine. I will show how the different orientations affect the rule for cross product calculation using the right-hand or left-hand rule.
In this article I will talk about the different world coordinate systems in Autodesk 3ds Max, Unity 3D and Unreal Engine, and I’ll explain how to correctly export a mesh from Max to Unity and Unreal.
One of the tricky part when working on a game development pipeline is dealing with the different units and coordinate systems of each platform. Thus I decided to write a series of articles as a memorandum about the different conventions in 3DS Max, Unity 3D and Unreal Engine.