Free Plugin – Simple CVar Accessor

While working on a project recently, I needed a way to be able to easily access CVar values from Blueprint, something I couldn’t find any support for in UE4.10. To this end, I created a simple plugin that exposed a way to get and set the values of CVars from Blueprint. Primarily this could be used for things like video …

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 …