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The Development Blog of Tim Graupmann

Category: Unreal

UE4 C# Symbols

It would be good to know if [UE4 C# script had built-in symbols].

Author timPosted on August 9, 2016Categories Unreal

Odin UE4 Plugin

[Odin] is UE4 Plugin that can save an entire blueprint sheet to disk at full resolution.

Author timPosted on July 28, 2016Categories Unreal

UE4 Plugin for Razer SDK

I created a UE4 Plugin for the Razer SDK. The build process doesn’t support the AAR format yet, so the plugin uses the JAR format.
[UE4 Plugin Razer SDK]

Author timPosted on July 27, 2016August 8, 2016Categories Android, Razer, Unreal

Unreal Slackers

A leader in the development community, Nick is the founder of [Unreal Slackers], the largest Unreal Engine [discord channel] where more than 2,000 developers trade ideas and support each other.

Author timPosted on June 30, 2016January 24, 2017Categories Unreal

Unreal 4.12 Released

[Unreal 4.12 Released] with a HUGE list of updated features and bug fixes.

Author timPosted on June 1, 2016June 1, 2016Categories Unreal

UE4 Android Input Callback

I created another [pull request] to add a feature to UE4. This adds an Android input hook for UE4 plugins for a chance to remap controller input. I also added a UE4 plugin test project [UnrealEngine_AndroidInputRemap] to verify that the changes work as expected. [How to handle JAR files in UE4] is a topic that comes up on the community forums.

Author timPosted on April 23, 2016April 25, 2016Categories Android, Unreal

UE4 JNI_OnLoad Callback

I created a [pull request] to add a feature to UE4. This adds a hook for UE4 plugins for a chance to get the JNI_OnLoad event more easily. I also added a UE4 plugin test project [UnrealEngine_JNI_OnLoad] to verify that the changes work as expected. [How to handle JAR files in UE4] is a topic that comes up on the community forums.

Author timPosted on April 23, 2016April 25, 2016Categories Android, Unreal

The Creation of ProtoStar, the First Unreal Engine Demonstration of Vulkan API

Author timPosted on February 26, 2016Categories Unreal

UE4 Plugin Docs

Here’s the UE4 reference section on [Plugins]. The [PlayFab UnrealBlueprintSDK] is a great example of how to do a UE4 plugin.

I’ll need to incorporate similar design into the `OuyaSDK` [h] and [cpp].

[Automation] has a great built-in way to write and execute unit tests to verify plugin features behave as expected in UE4.

Author timPosted on February 22, 2016February 29, 2016Categories Unreal

The Foundary Game Jam Webinar Series

Starting January, The Foundary is producing the [Game Jam Webinar Series] which showcases MODO and MARI in the game content creation pipeline.

See the link above to get access to the 7 videos from the series.

“Webinar 3: UVs and the Shader Tree” has a ton of career advice for aspiring artists who will need to learn how to code to stand out in a saturated market.

Author timPosted on February 19, 2016February 19, 2016Categories Graphics, Unity, Unreal

Unreal Delegates with 8+ Parameters

Normally Unreal only defines the macros to generate delegates for up to 8 parameters. I wrote a [console app] to generate support for up to 62 delegate parameters. I submitted a [Pull Request] to have my changes added to Unreal. Unfortunately, coding standards block this change. The staff were also worried the extra macros would negatively impact compile times.

Author timPosted on February 9, 2016February 10, 2016Categories Unreal

Unreal Developer Console on Android

I’m trying to [find out] if the Unreal tilda (~) developer console works on Android.

Go to Edit->Editor Preferences->Keyboard shortcuts then search “console” and make sure a key is assigned to open the console. “Mobile->Show Console on Four Finger Tap” will enable the developer console to appear on Android.

Author timPosted on January 31, 2016January 31, 2016Categories Android, Unreal

Introducing C++ For Unreal Engine 4 Game Development

Udemy offers the [Introducing C++ For Unreal Engine 4 Game Development] course to teach users how to use Unreal on Mac and Windows. The course has even more content planned after its successful [Kickstarter].

Author timPosted on January 10, 2016March 23, 2017Categories Udemy, Unreal

Unreal 4.8 Released

Unreal Engine 4.8 released and that means I’ll need to upgrade my branch of the OUYA SDK from 4.7 into 4.8.
https://www.unrealengine.com/blog/unreal-engine-48-released

Author timPosted on June 20, 2015June 26, 2015Categories Code, Unreal

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