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Showing posts from July, 2015

Unreal Engine DevLog #21: Prototype UMG Menu Update 4.2 [Free Source Code]

Hey, I'm back with another quick update for my Prototype UMG Menu system. This update replaces the placeholder 'Load Game Button' with a working 'Continue Button', that loads the last played level from it's starting point. A new map has been added to demonstrate this feature and you can switch between the maps in-game using '1' and '2' keys. 

The button will be disabled when you first load the project. But once you load any of the levels, you'll notice that the 'Continue Button' will be enabled when you return to your Main Menu for the next time. But for this feature to work in your own custom projects, you will need to add the level names data to a new array in the Game Instance blueprint, and make some changes to the save game settings as shown later on in the post. So let's get down to the details about the changes.
Update 4.2
- Continue Button to load the last played level from the Main Menu - Current Version: 1.4.2 - Optimized fo…

Unreal Engine DevLog #20: Prototype UMG Menu Updates 4 & 4.1 [Free Source Code]

Welcome to yet another update on my Prototype UMG Menu system for Unreal Engine 4. As always, it's free to use for both non-commercial and commercial purposes. No attributes required. You can find the source code at: 

https://github.com/Stormrage256/UMGMenuSystem
The official thread in the Unreal Engine forums:
https://forums.unrealengine.com/showthread.php?63037-FREE-UMG-Menu-System-Prototype-Source-Code

Anyways, if you're using it for the first time, you can go ahead and grab the source right away. But please do let me know if you encounter any bugs in v4.7.6 or higher. The rest of this post details the changes made in the latest updates. So it's more useful for people who have been using an earlier version of this menu system in their projects already. So now that's out of the way, we'll first get to the changes made as part of the Update 4. 
Update 4
1) Persistent graphics settings across multiple instances: First of all, as promised, this update brings persistent gr…

Unreal Engine DevLog #19: Line of Sight based Visibility

Hi, it's been quite a while since the last dev log on Project Horizon (yes, got changed to a less generic name). I had been working on my FPS Tower Defense Toolkit and some other experimental stuff for a few months. The toolkit has been submitted to Epic Games for Marketplace review and we're done with all the agreements. There has been some delay as I had to convert my project to v4.8 midway and there had been an engine bug that I had to find a workaround for. With the new code submitted, I'm awaiting their response regarding further details.

Meanwhile there had also been some major updates to Knut's Advanced Turn Based Tile Toolkit, which makes it much more optimized and well structured than before. So rather than integrate all those changes into my project, it was much easier to transfer my code into his updated toolkit. And that took a while to implement and finally it was time to add some exciting new features to the project. First in line, was Line of Sight based …