Selling mods – an ex-modder’s perspective

A few days ago, Valve announced that users can now sell content on the Steam Workshop, starting with mods for Skyrim. When I first heard about this, I thought it was an extremely positive move. As an ex-modder (NightFall, Age of Chivalry and many other smaller projects), it would have been amazing if we were able to sell what we were working on, especially …

Code Snippet – Adding your own page to Project Settings

The Project Settings page in UE4 is a menu which lets you customize a whole bunch of settings for your project. But did you know that you can add your own settings in there? Its quite simple! Here’s an example of what you’ll produce with the below code  Start by declaring and implementing the Settings class with the properties you …

Using Json in Unreal Engine 4 – Part 2

In the last post, we had a look at how to serialize Json in Unreal Engine 4 – that is, converting a C++ Json object into an actual Json string that we can do something with, such as send to a web API. This time we’re going to look at the opposite, which is deserializing Json – taking a Json …

Creating a Content Browser Asset in UE4

Sometimes when working in UE4, you might want to create instances of your object in the Content Browser as assets that can be saved out to disk, or have custom editors associated with them. For instance, having your own asset type allows you to create a custom editor UI for it. Editors built into the engine include things such as …

Using Json in Unreal Engine 4 – Part 1

Unreal Engine 4 provides some great JSON utility structures and functions for parsing and creating JSON. It’s a format that’s used a lot for data storage and transmission, especially with web requests. This post is the first part in a short series introducing how to use Json in UE4. I’m not aiming to introduce what Json is – if you’re …

Input Axis in UE4

Unreal Engine 4 has some awesome features and a whole bunch of stuff that makes life really easy. Lots of these are small, minor things that people often don’t pick up on, or can be hidden away a little, and the Unreal Engine blog is doing a great job of explaining some of these things. One thing I’ve found is …

Tegra K1 – What’s it worth?

I hardly consider myself any sort of authority on anything. I’m just another dude with an opinion who makes games and teaches people to make games. Thats why I generally avoid commenting outside of my area of expertise – generally I stick to talking about events I’ve been to, teaching things, some game design related stuff. Things I’ve done, screwed …

UnrealScript Training Content

In 2012, I wrote and delivered a single subject at TAFE, replacing a teacher who was taking a semester off. The subject was a programming and in the past had focused on Java, but the TAFE was trying to bring Unreal into its curriculum more, so considered this subject as a trial of teaching UnrealScript. The subject went reasonably well …

New Years Resolution

Every time I seem to make a pledge to blog more it never seems to actually work – at my current rate I write 3, maybe 4 blog posts a year which is definitely not enough. I say it every year, but this year will be different. This time, I think I mean it. In the past year I’ve gone …

PAX Australia 2013 Reflection

For those of you who weren’t aware, PAX came to Australia in 2013. Specifically to Melbourne. It was the first time such an event had been held in Australia. While we have events like EB Expo, it’s not the same scope or reputation as PAX. For the local industry, it was a fairly big deal that PAX was coming to …