A previous blog post offered a crash course in blueprint networking, but now we’re back with a thrilling six-part mini-series on creating blueprint content that works in a networked game!
Greetings to you from the Epic Cinematics Team! Today we’re launching the first of our tutorials on using Matinee – our dedicated cinematics tool in Unreal Engine 4. Through the production of 11 game titles and numerous visual demos at Epic, we’ve shaped the design and function of Matinee and it has progressed into the mature tool it is today.
In an earlier post, we discussed asset diffing in Unreal Engine 4, but only briefly covered our tool specifically for diffing blueprints. We’re back today with a tutorial video designed to further explain the Blueprint diff tool.
Now that UE4 has been out for a few weeks, it seemed a good time to do another round of quick Blueprint tutorials! I want to try and address some common difficulties, and introduce a couple of handy features. Let’s go!
Usually when you get a great idea for a game, you need to spend time plugging in boilerplate code and assets to get a player character into the world so you can move around and start prototyping the FUN stuff. This is where templates can help!