Create a Timeline Component with C++ in Unreal Engine 5
Timelines are extremely useful throughout game development and provide a lot of utility in Unreal.
Timelines are extremely useful throughout game development and provide a lot of utility in Unreal.
Interfaces are great to use when you need different actors listening for event calls.
Creating an interface can be fun and simple in UE5 and definitely be valuable tool while programming game logic
I wanted to highlight something I thought was super cool inside Epic's Action RPG example of how they created a bobbing potion inside the material.
A quick simple example of using LinearSin to alternate between colors
Sometimes when making a red glowing material it appears to be orange than desired.
Using forward declarations in your header files allows you to reference classes not yet loaded or included.
Quick snippet on how to use OpenLevelBySoftObjectPtr to change levels/maps in Unreal Engine 5
An option in UDP Messaging has to be disabled to stop the error message from constantly logging
When renaming a file a Blueprint using that file as a parent might lose it's class binding. Using [CoreRedirects] inside the DefaultEngine.ini file can help resolve that issue.
There's a great post I came across on how to make parallax scrolling materials in Unreal Engine and I wanted practice a little bit on how to access some material information from C++.
Getting started with C++ inside of Unreal Engine 5 can be a challenging and daunting task sometimes. However, I found creating a Blueprint Function Library is a fun way to start programming inside the engine.