Wiki Page Proposals
The purpose of this page is to let other Wiki contributors know your plans and so we can more easily collaborate on interconnecting articles. It may not be a good idea to pluralize reference pages,...
Frequently Asked Questions
Is UE4 good for small teams and solo developers? Most definitely! The engine is huge, a lot of complex systems. That can be intimidating for beginners, but remember that no team does need to master...
Class
Introduction Unreal Engine 4 is based around several paradigms, one at the core is Object Orientation. This describes Classes and Objects as basic building blocks, especially in relation to the C++...
Game Framework explained
Official Docs Class Tree Actor Pawn Controller Player Controller Info GameModeBase GameMode GameStateBase GameState GameInstance Introduction to spaghetti Further Reading Gameplay Abilities Program...
Introduction to Blueprint Networking
Networking Basics Actor & Variable Replication Function Replication Network Relevancy Adding Networked Features to 3rd Person Template: Part 1 Adding Networked Features to 3rd Person Template:...
WidgetBlueprintLibrary
Introduction WidgetBlueprintLibrary is a Blueprint/C++ function library with useful widget related utility functions. Create Functions Input And Focus Draw Functions Events Drag Drop Brush ??
Workflow tips
Content Put all marketplace assets into single folder It can be a bit time-consuming to organize every asset pack you add to the project, but this will prevent littering your main folder list with ...
Actor
Introduction Actor is one of the most important aspects of Unreal Engine, it lays at the core of everything you will do interacting in the Unreal Editor viewport and the Game World. This core Unrea...
Java Native Interface
Assumed Knowledge Experience with C++ and Java™ and Android™ Introduction todo Files and folders .\Engine\Build\Android .\Engine\Build\Android\Java\src\com\epicgames\ue4\GameActivity.java.template ...
TeamCity
Dynamic Textures
Sometimes it's necessary to create a texture at runtime and update its contents. Depending on your particular needs there are a couple different methods: Dynamic UTexture2D at runtime and efficient...
Tips on upgrading to new engine verision
Should I upgrade to the new engine version after it's released? Is it safe to upgrade? Is it worth? Teams tend to jump to a new engine version not long after the release. Generally, Unreal Engine i...
Lighting Troubleshooting Guide
Contents About This Guide General Lighting Why Are My Shadows Black? Invalid Lightmap Settings When Converting BSP to Static Mesh What if I don’t want to have lightmaps at all or my game doesn’t ne...
Protobuf
This page is where we can discuss adding Google's Protobuf to Unreal Engine. The core idea is to write a plugin that takes Protobuf and makes it available in C++ and blueprints.
Linux Support
class="MainPageBG" border:2px solid #F0F0F0; background:#e9eff4; vertical-align:top; color:#FFFFFF;" Building Running Cooking Cross-Compiling class="MainPageBG" border:2px ...
Compiling For Linux
Why cross-compilation Cross-compilation was chosen in order to make it easier for game developers (who tend to have a centric workflow on a platform that differs from the deployment target). At the...
Building On Centos
CentOS 7 - Unreal Engine 4 Guide for Release Branch (last updated at time of writing 4.15.0) Foreword This guide is being created to help troubleshoot problems that the Unreal Engine is currently h...
Building On Linux
This page contains information about the effort to build UE4 natively on a Linux host. If you are looking for information about targeting Linux using the existing Mac or Windows tools please see Co...
Component
Introduction Components are a core part of any Component Based Development, they are Objects which define modular reusable behavior. In Unreal Engine 4 Actors are composed of components, every Acto...
Common Snippets In C++
It can be hard to look for what you don't know. This page will contain common code snippets/function signatures for commonly asked about C++ scenarios. Ideally these should link off to pages with m...
GameplayStatics/GetActorArrayBounds
Find the bounds of an array of actors. Include #include "Kismet/GameplayStatics.h" Syntax static void GetActorArrayBounds(const TArray& Actors, bool bOnlyCollidingComponents, FVector&...
GameplayStatics/GetActorArrayAverageLocation
Find the average FVector location of an array of actors. Include #include "Kismet/GameplayStatics.h" Syntax static FVector GetActorArrayAverageLocation(const TArray& Actors) Examples ...
GameplayStatics/GetAllActorsOfClassWithTag
Find all Actors in the world of the specified class with the specified tag. Include #include "Kismet/GameplayStatics.h" Syntax static void GetAllActorsOfClassWithTag(const UObject* WorldC...
GameplayStatics/GetAllActorsWithTag
Find all Actors in the world with the specified tag. Include #include "Kismet/GameplayStatics.h" Syntax static void GetAllActorsWithTag(const UObject* WorldContextObject, FName Tag, TArra...
GameplayStatics/GetAllActorsWithInterface
Find all Actors in the world with the specified interface. Include #include "Kismet/GameplayStatics.h" Syntax static void GetAllActorsWithInterface(const UObject* WorldContextObject, TSub...