Unreal Engine 4
Unreal Engine calls local file picker (FileDialog)
IDesktopPlatform is an abstract interface class used for platform desktop operations in Unreal Engine. In the class, a lot of platform feature operation interface methods are provided. For example, the disk file picker introduced in this article is encapsulated in this interface. Through the file picker, we can call the platform's file picker to pick up the content in the local disk.
Unreal Engine (UE4 UE5) Custom TMap Key Value Type
In the development scenario, when you encounter the use of TMap, change the key value type to the custom data type in the project. If you do not perform additional coding, an error will occur during the compilation process. Unreal Engine has additional requirements for the data type you want to use as the TMap key value. It must meet the implementation of hash sequences and conventional comparison operator overloading. The following code simply shows you how to complete the customization of the TMap key value type.
Unreal Engine (UE4 and UE5) implements loading waiting page Loading Screen design (progress bar asynchronous loading) with project source code
When using Unreal Engine to design products, you will often use map switching. Have you ever encountered a black screen for half a day when starting the software, or a black screen for a while when switching maps? Customers always say that the experience is not good! Is there a way to solve it? First of all, you need to understand why the screen is black for a while, which is actually very simple! Because the computer needs to load disk assets after starting the software, the loading process takes time, but sometimes there are many assets to load, and the disk reading efficiency is low, so the waiting time is too long.
Unreal Engine (UE4) Custom Blueprint Type Converter
In blueprint development, many people should have encountered the need to print integer data output to the screen. We know that the blueprint output log node can only output string type data. If you want to output integer data, this is not allowed from the perspective of strongly typed language features. But in actual use, the blueprint only needs to drag and drop to complete the operation. This is why blueprints are easy to learn.
Add asynchronous blueprint nodes (timing nodes) in C++ in UE4
By using C++ to complete the asynchronous node settings in the blueprint, the blueprint can execute asynchronous logic. This article mainly explains how to design such nodes.
UE4 builds multiple output execution pin blueprint nodes (synchronous nodes and asynchronous nodes)
In blueprints, we often see some nodes with multiple output execution pins (Figure 1). We know that when a program is executed, according to the execution flow, execution branches can appear according to given conditions, which can be accomplished by using Branch nodes in blueprints. But when designing nodes (in C++), how should we complete the node encapsulation and have multiple output execution pins?
UE4 makes HSV color selection panel in UMG (with source file download)
This article mainly explains how to implement HSV color picker in Unreal Engine, complete color generation by clicking with the mouse cursor, and convert the calculated color to RGB for application in the program.