Choosing what collides is obviously very important, but it can be tricky, and it’s a problem that we have spent quite a while discussing while developing UE4. The system we have can seem a little complex at first, but it is very powerful and consistent, so I wanted to give a little background on how we arrived at it. We’ll talk about the different responses to collision, how we use channels to filter collisions, and outline the difference between simple and complex collision geometry.
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!