Published inUnreal Engine Tech ShredsDistributing editor binaries cheaplyWe’ll explore a solution to distribute an installed engine build without storing different versions of it (to make it really-really cheap).Feb 17Feb 17
Published inUnreal Engine Tech ShredsOverlapping Custom Depth StencilsIn this post I’ll assume that you are already familiar with UE4 editor basics, material basics, scene depth and post process materials. If…May 8, 20203May 8, 20203
Published inUnreal Engine Tech ShredsObject references in BlueprintsObject references are one of the building bricks of every project. However, when you try to manage them in blueprints, there are many…Apr 28, 20209Apr 28, 20209
Published inUnreal Engine Tech ShredsPure & impure functionsThe concept of pure and impure nodes are, at their very core, super simple and really intuitive after a few sessions of playing with the…Dec 4, 20194Dec 4, 20194
Published inPolars Technical BlogGetting physics right for Polars in UE4Polars is a magnet-based indie puzzle game, relying heavily on physics. In this blog post we’ll describe the challenges we have…Apr 24, 20191Apr 24, 20191
Published inPolars Technical BlogPolars Development #2Hi again, we’re back with out next update! Our level editor for Polars has just reached a state, which I can share with you without bad…Jan 30, 2019Jan 30, 2019
Published inPolars Technical BlogIntro to Polars development blogWelcome to our very first issue of the Polars Development series!Jan 23, 2019Jan 23, 2019