Blog Archives
[Download] Batman Inspired HUD Information
Recently I was playing Batman Arkham Knight and I was thinking about how to do the information stuff they show when you activate Detective Mode. I was able to do it using UMG :). So here is the video and below that you can find the download link. 🙂
Download Project (4.12 or higher):Â http://bit.ly/HUDInfo
Ever wondered if you can convert C++ Project to Blueprint only Project?
This question was actually asked on UE4 AnswerHUB and it got me thinking is there way to do it? If you accidentally added a C++ class can you convert the project back to Blueprints? Or if you added a C++ class just to compile a plugin can you convert the project back to Blueprint only project?
Answer is YES! You can :). Here is how you do it.
IMPORTANT NOTE: As I said, this method can be used ONLY if you accidentally added a C++ class or to just compile a plugin. If you have classes created in C++ and using them then obviously you cant convert it back to Blueprints.
- Remove Binaries folder (This folder will be created in your project root folder after adding a C++ class)
- Delete Intermediate folder
- Delete Saved folder (Frankly I am not sure if this is required but its better you delete it)
- Delete Source folder (Optional)
After following the above steps, comes the important part. Open you uproject file in notepad or any of your favorite text editor and remove the whole Modules section and save.
For example, check the below uproject file with C++ classes added:
{
“FileVersion”: 3,
“EngineAssociation”: “4.11”,
“Category”: “”,
“Description”: “”,
“Modules”: [
{
“Name”: “ExampleProject”,
“Type”: “Runtime”,
“LoadingPhase”: “Default”,
“AdditionalDependencies”: [
“Engine”
]
}
]
}
After editing it should look like this:
{
“FileVersion”: 3,
“EngineAssociation”: “4.11”,
“Category”: “”,
“Description”: “”
}
You’re good to go. 🙂
[TIP] Generating Build Numbers for your game
When i am compiling my projects i would like to know how many times i compiled my project. So i made that kind of functionality for one of our project and thought i’ll share it with you guys. 🙂
First of all you need a header file to track the game build changes. Here is a screenshot of my header file from our project. Its called GameVersion.h
Next i created a simple text file called GAME_BUILD.txt and it contained only the build number. Nothing else. This file was located in my Project Source/Project Name folder. (for example:Â D:\Unreal Projects\MyProject\Source\MyProjectFolder). Here is a screenshot of that file.
Now comes the real part. Go to your Project Folder/Source and open up MyProject.Target.cs file. Here in this screenshot you can see how i modified the main function. Modify it like that and make sure to point to your GameVersion.h and GAME_BUILD.txt files correctly.
Now every time you compile your project it will automatically increment your build number. To access this build number simply include GameVersion.h file  and get GAME_BUILD_NUMBER. 🙂
Hope this tip was useful. 🙂
NOTE: The only downside to this method is it will always increment the build number even if your project fails to build.
[TIP] Renaming C++ Classes without breaking your project
Ever wondered how to rename your C++ classes that you already use in your project? For example, you have a C++ class called MyAwesomeClass and in your Content Browser you created a Blueprint extending from this class and added some important logic. Now if you rename the C++ parent class and compile, project might open but if you try to open that Blueprint you will see this error.
Simply put, your project is doomed………..Just kidding 😉
So in order to make this work, you need to tell Unreal that there is a new class for this and it should use that instead of the old one. In other words, you need to redirect from Old Class to New One and you do this in DefaultEngine.ini found in Your project/Config folder.
Open DefaultEngine.ini and under [/Script/Engine.Engine] section add the below line:
+ActiveClassRedirects=(OldClassName=”MyAwesomeClass”,NewClassName=”MyNewClass”)
Thats it! Now you can start your project and open that Blueprint without issues. Hope you find this info useful. 🙂
[Community Project] Real Time Strategy Game

Hello everyone,
I’ve been working on an RTS Template and thought i will make this a community project instead, so everyone can learn and share and create. If you are a UE4 community member and a UE4 subscriber then lets join to create a AAA quality Strategy game (like Age of Empires, Rise of Legends etc). You can contribute anything (like characters, props, textures, materials, effects etc) and if we all work together we can make an amazing game using Unreal Engine 4.
If you feel like you don’t have absolutely nothing to contribute, please feel free to download this project and see how its done. Once you go through the Blueprints you might get an idea on adding something new ;). And dont forget to spread the word to all your friends. 🙂
I would like to have this game with a mix of AOE and fantasy with cool magical effects plus gorgeous graphics and exotic maps. But that is my suggestion only. Since this a community project i really want to hear your opinion too!
Some references from Google:
I have made a very basic framework and uploaded to Github. It shows:
- RTS Camera functions such as zooming and moving around with WASD and rotation with Right Click.
- Selecting character and moving him around.
- Selecting a structure from HUD and placing it on world.
- Grid placement for structure.
So what do you think? If you have any more questions, please do ask it here.
[Blog Update] Unreal Engine 4 Projects Download in My Tutorials
Just now i updated My Tutorials section with Unreal Engine 4 Projects and UDK Tutorials. Clicking on any Unreal Engine 4 Project will take you to the original blog post and you can download the project from there.
Hope you enjoy. 🙂















