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The perfect game collection for your steam video game console

The perfect game collection for your steam video game console A Steam based custom video game console Important: Everything here is my honest opinion. To fund this blog I include links to the mentioned games in the Humble Store. Feel free to use them, this will earn me a few cents. But this sponsoring will not in any way bias my articles. So why, would you ask, should I build a video game console myself and not just use a Nintendo Switch, XBOX One or PS4? I have a list for you with pros and cons. Decide for yourself, but let’s spoiler you a little bit: the main point is prices. Pro up to 95% lower game prices on the PC (for example in the Humble Store ) the same hardware for years no need to buy a new console every few years keep your gamepads no need to buy games again to play them on the new console play with emulators like Dolphin or RetroArch Contra newer games want newer hardware buy new processor and graphics card every few years bigger ha
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[Unreal Engine] How to export Animated Models from Blender to Unreal Engine 4

[Unreal Engine] How to export Animated Models from Blender to Unreal Engine 4 Hi guys, this will be a very short tutorial. I noticed some problems when exporting from blender and importing in Unreal. So here is a quick lookup article to refere to, whenever you have problems. model your character or whatever rig it, create animations rename “Armature” to something else (this is most important) import in Unreal Engine See the screenshots below: Hope, this helps. Written with StackEdit .

[Unreal Engine][C++] How to make a character brachiate on a ledge

[Unreal Engine][C++] How to make a character brachiate on a ledge Custom Character Movement Used Unreal Engine Version: 4.22 There are several ways how to implement custom movement in Unreal Engine. I show you one of them: Brachiating. It is a special movement and uses no physics. It will give you the knowledge to go and try to make your own movements. As a base we use AThirdPersonCharacter which already supports movement types like walking, crouching, running, jumping, swimming and flying, but not - you guessed it - brachiating. Implementation One way to implement it, is extending UCharacterMovementComponent . I already showed you how to do this. But since this is rather for physics based movement, I decided to go the other way, by using the already existing delegate MovementModeChangedDelegate . This delegate broacasts events each time the movement mode changes. So, what do we need? How do we trigger the new movement mode and how do we leave it? Here is