UE4 links (guide, tut)

Welcome to my UE4 links page😀 This page will get you started with UE4. Get UE4 and after simply click and learn🙂

UE4 download

Grab the latest version here.

UE4 Editor (4.7)
– Get up to speed with Unreal Editor for Unreal Engine 4.

01 – UI overview
02 – Viewport navigation
03 – Orthographic views
04 – View modes and show flags
05 – Placing objects in your level
06 – Moving objects
07 – Rotating objects
08 – Scaling objects
09 – Moving with the camera
10 – Intro to the content browser
11 – Customizing the Unreal Editor UI

Creating a level (4.7)
– Level creation.

01 – Intro
02 – Geometry layout
03 – Adding windows and doors
04 – Applying materials to geometry
05 – Adding support meshes
06 – Decorative supports
07 – Building the glass walls
08 – Setup for the sliding door
09 – Blueprint doorway pt1
10 – Blueprint doorway pt2
11 – Adding props and lighting

Materials
– Materials.

01 – Intro to materials
02 – Creating a basic material
03 – Adding textures to a material
04 – Using masks within materials, part 1
05 – Using masks within materials, part 2
06 – Commenting and enhancing materials
07 – Reviewing the material graph
08 – Material Instancing
09 – Dynamic material instances, part 1
10 – Dynamic material instances, part 2
8 bit pixellize
Fire
Particle
Random motion

Blueprint (4.8)
– Blueprint is a revolutionary new visual scripting system that replaces Kismet and provides a massive leap in functionality and productivity for large or small projects.

01 – Introduction
02 – Turning on a light with level Blueprint
03 – Toggling a light with the level Blueprint
04 – Creating a class Blueprint
05 – Adding components to a class Blueprint
06 – Adding functionality to a class Blueprint
07 – Using inputs to control a class Blueprint
08 – Add construction script customization
09 – Level editor component workflow
10 – Blueprint favorites

Blueprint Essentials

01 – Variables overview
02 – Variable types
03 – ‘Struct’ variables
04 – Object and class variables
05 – Enumeration (Enum) variables
06 – Variable ‘Get’ vs ‘Set’
07 – Execution order
08 – Arrays
09 – For loops
10 – Using loops: procedural level design
11 – For loop with break
12 – For each loop
13 – While loops
14 – Custom loops

Blueprint Quickshots (4.7)

01 – Triggerable light
02 – Pickup
03 – Custom projectile
04 – Spawning physics actors
05 – Communicating between Blueprints
06 – Making procedural content
07 – Changing things over time
08 – Adding interaction
09 – More Blueprint communication
10 – Adding 3D widgets
11 – Expose on spawn
12 – Random streams

Blueprint Networking

01 – Networking basics
02 – Actor and variable replication
03 – Function replication
04 – Network relevancy
05 – Adding networked features to 3rd person template, part I
06 – Adding networked features to 3rd person template, part 2

2D Sidescroller with Blueprints
– Learn how a 2D game can be created from scratch, using Epic template as a guide and explaining each step along the way.

01 – Overview
02 – Project setup
03 – Creating an alpha-based sprite
04 – Creating flipbooks
05 – Initial setup
06 – Movement
07 – Basic animation handling
08 – Animation state machine
09 – Creating an intelligent lift

3rd person game with Blueprints (4.8)
– This series walks you through the creation of your own basic 3rd-person game setup. However, this time, you get to create everything from scratch, starting from just a handful of FBX files. This means that you’ll get to learn about input handling, Character Blueprints, Persona, Animation Blueprints, State Machines, Blend Spaces, Game Mode Blueprints, and much more!

01 – Introduction
02 – Project creation and FBX download
03 – FBX importing and using skeletons
04 – Introduction to Persona
05 – Setting up inputs
06 – Basic character material
07 – Blend spaces
08 – Intro to animation
09 – Intro to state machines
10 – Building the AnimGraph
11 – Animation EventGraph
12 – Character components
13 – Character keyboard and mouse controls
14 – Game mode and testing
15 – Character gamepad and touch controls
16 – Intro to animation montage
17 – Skeleton retargeting and montage setup
18 – Animation punching setup
19 – Playing our animation montage
20 – Using slot nodes and branch points
21 – Adding physics components for punching
22 – Creating animation notifies

Time Attack Racer with Blueprints (4.8)
– The basics needed to create a simple Time Attack style race completely through Blueprints.

01 – Overview
02 – Project creation and prep work
03 – Setting up the checkpoint Blueprint
04 – Checkpoint tracker variables and functions
05 – Checkpoint tracker event graph script
06 – Checkpoint tracker functions and testing
07 – Lap display and respawn handling
08 – Race and lap timers
09 – Checking for lap and race records
10 – Save game system
11 – In-Game HUD creation
12 – Splash screen and countdown timer creation
13 – Pre race polish and new record display
14 – UMG Animation, race and lap records
15 – Final polish and additional maps

Character
– Animation.

01 – Animation and rigging toolkit
02 – Skeleton creation
03 – Skeleton placement
04 – Joint mover toolkit
05 – Customizing your mannequin
06 – Deformation setup
07 – Publishing your character
08 – Editing your character
09 – Getting started with animating
10 – Overview of the rig
11 – Animation interface overview
12 – Using the import and export motion tools
13 – Using the space switcher
14 – Using the pose editor
15 – Matching over frame range
16 – Importing your character model in UE4

Physics Asset Tool (PhAT)
– PhAT is an integrated editor in the Unreal Editor designed specifically to manipulate Physics Assets for Skeletal Meshes.

01 – Overview
02 – Intro to adding rigid bodies
03 – Intro to constraints
04 – Finishing the first leg
05 – Customizing your mannequin
06 – Adding the torso and head
07 – Adding the arms and finishing body
08 – Animation blending and spring constraints

Particles
– Particles.

01 – Particle terminology
02 – Cascade at a glance
03 – Particle level setup new
04 – Creating a sprite emitter
05 – Creating a GPU sprite emitter
06 – Creating a mesh emitter
07 – Creating a beam emitter
08 – Creating a ribbon emitter
09 – Creating an AnimTrail emitter
10 – Starter Content Particle Systems
11 – Particle LODs

Programming
– Programming.

01 – Overview
02 – Project creation
03 – Creating the base pickup class
04 – Creating a Battery in C++
05 – Empowering the character
06 – Creating the Power-up material
07 – Applying a Dynamic Material Instance to our character
08 – Adding to the character’s tick behavior with Blueprints
09 – Communicating from C++ to Blueprints
10 – Extending our battery C++ class with Blueprints
11 – Setting up the battery’s construction script
12 – Overriding C++ functions with Blueprints, part 1
13 – Overriding C++ functions with Blueprints, part 2
14 – Coding what, where, and when to spawn
15 – Ticking the spawn volume
16 – Setting the rules in the GameMode
17 – Game over and class interactions
18 – Coding a canvas HUD
19 – Quick changes to variables

Twin stick shooter (4.8)

01 – Introduction
02 – Project setup
03 – Building the level
04 – Framework review
05 – Base character class
06 – Building the hero character
07 – Hero character mobility
08 – Building the enemy character
09 – Building the projectile and weapon
10 – Weapon firing behavior
11 – Damaging the enemy
12 – Damaging the hero
13 – Respawning the hero
14 – Spawning enemies
15 – Cleanup respawning and projectiles
16 – Hero animation blend space
17 – Character animation Blueprint
18 – Character death animations
19 – Attaching the gun
20 – Animating the enemy
21 – Creating a HUD with UMG
22 – Packaging and conclusion
23 – Simple polish pass

Unreal Motion Graphics (UMG) UI – Inventory tutorial (4.8)
– In this tutorial series, we take a look at Unreal Motion Graphics (UMG) and Blueprints and how we can create a basic Inventory System.

01 – Project overview
02 – Required project preparation
03 – Introduction to UMG and player condition setup
04 – Inventory menu layout
05 – Inventory menu functionality
06 – Pickup and pickup text setup
07 – Adding player input and testing
08 – Customizing the inventory system
09 – Extra credit collision channels

Vehicles
– Epic setup a basic car using all the default values and will use this car for future tutorials to learn about tuning and handling.

01 – Overview and car setup
02 – Tuning: top speed and acceleration
03 – Tuning: handling and friction
04 – Tuning: shocks and moment of inertia

Others

Intro for artists and environment artists
– Epic Games’ principal artist Shane Caudle guides users through importing an asset, applying a material, and getting your asset into the world in Unreal Engine 4.

Intro to level design
– Senior designer Jim Brown demonstrates how the new UE4 toolset simplifies the level design process at Epic Games.

Intro to programming
– Epic Games’ senior programmer Jeff Farris gives a quick walkthrough of how you can use UE4 C++ source code to extend and modify the engine to fit your needs.

Intro to UE4 on GitHub
– Learn the process of acquiring the Unreal Engine source code from GitHub and getting it up and running.

UE4 Wiki Tutorials
– Simply the best place to find a written tutorial regarding UE4.

General info

How to improve game thread CPU performance
UE3 to UE4 transition guide
UnrealEngine.com
UnrealEngine community tutorials
UnrealEngine documentation
UnrealEngine forums
UnrealEngine Marketplace
UnrealEngine Wiki

Community tuts

Add rain but not indoors!

Unreal Tournament 4

Unreal Tournament blog
Unreal Tournament forums
Unreal Tournament community tutorials
Unreal Tournament Epic tutorials

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