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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,...

about 4 years ago

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...

about 4 years ago

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++...

about 4 years ago

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...

about 4 years ago

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:...

about 4 years ago

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 ??

about 4 years ago

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 ...

about 4 years ago

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...

over 4 years ago

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 ...

over 4 years ago
C++

TeamCity

over 4 years ago

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...

over 4 years ago
Legacy

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...

over 4 years ago

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...

over 4 years ago

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.

over 4 years ago

Linux Support

class="MainPageBG" border:2px solid #F0F0F0; background:#e9eff4; vertical-align:top; color:#FFFFFF;" Building Running Cooking Cross-Compiling class="MainPageBG" border:2px ...

over 4 years ago
Legacy

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...

over 4 years ago
Legacy

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...

over 4 years ago
Legacy

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...

over 4 years ago
Legacy

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...

over 4 years ago

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...

over 4 years ago

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&...

over 4 years ago

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 ...

over 4 years ago

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...

over 4 years ago

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...

over 4 years ago

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...

over 4 years ago
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