Cleaning Your Project
Upon opening a project UE4 will generate various files and folders if they do not already exist. Some of these can be deleted to reduce the project size when archiving or sharing the project.
Order of events while starting the game
Guide for people who don't read C++, explaining what happens
Calling BP Events From CPP
There are a few ways to fire events in Blueprint but I am going to cover BlueprintImplementableEvent and BlueprintNativeEvent.
Jenkins
Jenkins is a popular open-source Continuous Integration System (CIS).
How Continuous Integration boosts development
It's something that every team should use, no matter how small is the team and project.
File Management, Create Folders, Delete Files, and More
Manage files via Unreal File System.
Algorithm Analysis: Create Directory Recursively
Creating directories recursievely via C++.
Jenkins Example with Perforce
This page provides information on setting up a basic starter Jenkins CI environment.
Switching from other engines
This guide is for you already experience in game development.
Cooking On Linux
Getting Started The latest branch now allows natively cooking content in Linux, either from the command line or from within the Editor. This feature has not been thoroughly tested so please try it ...
Anatomy of plugin
1 Architecture 1.1 Plugin Descriptor File A .uplugin file, which is a plain-text file that stores Plugin Descriptors in a JSON object. It will exist at the root directory of the Plugin. TODO - expa...
File and Folder Management, Create, Find, Delete
Introduction In order to handle files and folders in Unreal Engine 4. And stay cross-platform you need to use their file system. The UFS(Unreal File System), Here I will show you how to use UFS to ...
Log Macro with Net Mode and Color
@alert info This is a legacy article imported from the old wiki. An updated version can be found here: [Not Created Yet] @endalert Overview A macro that adds the current net mode and color to loggi...
Logs, Printing Class Name, Function Name, Line Number
@alert info This is a legacy article imported from the old wiki. An updated version can be found here: [Not Created Yet] @endalert Overview You can even get a UE4 FString telling you the whole func...
Camera
Engine Details The calling sequence the engine uses to determine the camera position for each viewport are[1]: UGameViewportClient::Draw ULocalPlayer::CalcSceneView ULocalPlayer::GetViewPoint APlay...
GameplayStatics/Actor Functions/C++
Actor Functions GetActorArrayAverageLocation FVector GetActorArrayAverageLocation(const TArray<AActor*>& Actors) Find the average FVector location of an array of actors. Real world use ca...
GitHub Desktop to manage your project
Approved for GitHub Desktop ( Windows ) Versions: 3.1.1.4 - 3.3.3.0 How to use GitHub Desktop to manage your Unreal Engine 4 project. GitHub Desktop is a distributed revision control and source cod...
GameplayStatics/GetActorOfClass
Find the first actor in the world with the specified class. Include #include "Kismet/GameplayStatics.h" Syntax AActor* GetActorOfClass(const UObject* WorldContextObject, TSubclassOf Actor...
Importing a Blender map
Exporting a Map from Blender into UE4 The purpose of this page is to provide the required steps to import a map from Blender into UE4. It is possible to use Blender as a rudimentary UE4 map authori...
GameplayStatics
Introduction GameplayStatics is a Blueprint/C++ function library with useful gameplay utility functions. The following groups should be broken into separate pages, as there is too much for this one...
Customizing nodes spawn
It's possible to customize how nodes in the editor graph are spawned. New keyboard shortcuts Create DefaultEditorPerProjectUserSettings.ini in your project's Config folder if you don't have one. Ex...
Git & Unreal
Git is a system. It is used both to provide a complete and iterable history of development, and also to enable multiple users to edit the same files simultaneously. The add command is used to point...
Interfaces in C++
Overview Original Author () Updated & Expanded for 4.11 Thank you for all that you contribute to the community Rama! : You're welcome and thank you for this lovely addition! Dear Community, Her...
EnumToString Macro
Overview Macro that lets you quickly get an enum value as a FString for use in logging etc. Caveat - only works with enumerators defined using UENUM() macro. YourProject.h #define GETENUMSTRING(ety...