You’ve probably seen an old game running in a high end device like if somebody had pushed the fastforward button, or the opposite case, a high quality game trying to run in a old device with an exasperating result. To solve this problem we need to make our game framerate independent, and to do this we must to use de Delta Time.
Continue reading ►How to add C++ containers to our blueprints
With the version 4.17 of UE4 we can use 3 types of containers with blueprints: TArray, TSet and TMap. Each of them correspond to c++ vector, set and map respectively.
In this tutorial we will explain how to add other c++ containers for using it with blueprints.
Continue reading ►Transition effects using materials (part 2)
This is a continuation of the previous tutorial Transition effects using materials (part 1) I will show you how to make more screen transitions, this time we will try to replicate some of the transitions used in Pokemon games.
Continue reading ►Transition effects using materials (part 1)
With this tutorial I will show you how to make basic transition using materials. A transition can be used to separate a map scene with a battle scene, or show the pause screen, it have a lot of applications.
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