[24/50] Using the Enhanced Input system in Unreal
Unreal Engine 5 ships with a new backward-compatible input system which support dynamic remapping of controls and more complex controls
[12/50] Controlling sprite sheet animations with the flipbook node in Unreal
Sprite sheets allow for an efficient way to render 2D animations and we use a bunch of these in our
[11/50] Collapse platforms on player contact using Chaos Physics in Unreal
A fun mechanic involving platforms is to collapse them on player contact giving the player just enough time to touch
[7/50] Duplicating Material Instances with parameter variations in Unreal
Continuing with our theme of automation from the previous post, recently we wanted to duplicate a bunch of Static Mesh
[6/50] A quick and dirty Python script to automate builds in Unreal
Sometimes, a quick and a dirty solution is better than a well thought and a well designed one. Build scripts
[5/50] Dynamic sunlight and environment changes with C++ in Unreal Engine
In scripted game worlds, the creative and game design folks need tight control over transitioning between day-night cycles unlike clocked
[4/50] Paperplanes: So Far
If you ever wake up and feel invincible, go make a video game. It will humble you.
Lost Ferry Interactive’
[3/50] Reusable Pressure Plates with C++
Pressure plates are objects on which the player can step on or move other objects over them to trigger certain
[2/50] Using AI Perception Component in C++
The AI Perception Component can be setup within an AAIController to receive and react to additional sensory data like sight,
[-1/50] A naive approach to reactive updates with Unreal UMG
📑This is the second post in a series of 50 daily posts documenting the development of Paperplanes. The previous post