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Daniel

Game Programmer

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Best method to Fade screen to black / white in Unreal Engine

Unreal Engine has a built in screen fading function. This lesser known feature is found on the PlayerCameraManager. The Camera manager is itself a goldmine of useful helper functions. Since the Camera Manager is otherwise never interacted with few developers know it exists or know the power held within. The Camera Manager offers a StartCameraFade [ ]

Dither based transparency in Unreal Engine’s Material Editor

When optimizing TINY METAL for the Switch a technique I have started using is dithered transparency. To use dithering in Unreal Engine you can use the DitherTemporalAA node. A couple years back Adrian Courreges graphics study of GTA V brought to my attention how dither could be useful even for modern games. In TINY METAL [ ]

Convert std::string to FString; the quick method

A quick method I use for transforming a C++ standard library string to an Unreal Engine FString is to call c_str(), the base c string export helper, on a std::string. Provided the result is being implicitly convert to an FString this method will work. std::string a = “hello”; FString b = a.c_str(); This method is [ ]

RunUAT and SkipCookingEditorContent

When building an Unreal Engine 4 project from the command line the default behavior of RunUAT is to include all Unreal Editor content as well. This bloats packages but is the safest default behavior. I urge you though to build without editor content. This will ensure your packages are smaller and prevent any assets in [ ]

Instantiate and allocate a UObject from class in C++

In Unreal Engine 4 the C++ method for instantiating a new UObject is the NewObject T () constructor. auto myObject = NewObject MyObjectClass ();

UE4 Blueprints getting a random index of array

The Random Integer node in Unreal Engine 4 s Blueprints system behaves exactly like rand() % Array.Num() would in C++. Tthis makes it perfect for selecting a random entry of a blueprints array. The wording in the Blueprint s tool tip words this as Returns a uniformly distributed random number between 0 and Max 1 which [ ]

TINY METAL is releasing December 21st 2017!

Three years ago I started work on the code which would become TINY METAL. Now we are so very close to release on December 21st of 2017. The time is ticking down quick but I am proud of our work. We ve worked hard and sacrificed over the years and now we have a game which [ ]

B8G8R8A8 instead of DXT1 in Unreal Engine 4

During development of TINY METAL I ran into issues where large textures were only using R8G8R8A8, aka 4 bytes per pixel, instead of DXT1 or another compression format. I wanted these textures to use DXT1 or another compression format to save space so the full 32bits per pixel was un-usable. In our case the solution [ ]

Happy 2017!

If you are on my site based on my Microsoft posts then I should maybe mention that I now work in the Japanese games industry. Its a pretty cool industry.

Super Battlelands – February Release

Bit of a late update here but back in February I released Super Battlelands on itch.io You can download it for free here: https://0x143.itch.io/super-battlelands Thank you to Uberren Phillips for providing the art and making the game with me!