So, if you’ve been following my Twitter feed (or on GitHub in general), you’ve probably noticed these already, but I’ve launched the first in a parallel series of tutorials! Unlike most of my tutorial series, this one I’m running over on my GitHub account rather than here on this blog. For other tutorials I write,
Hey everyone! I just thought I would share some updates about how things are going for me and, more specifically, what my plans are regarding my tutorial content. Things are a bit hectic at the moment – I’m in the process of moving right now, and if I get the position that I’m interviewing for
Welcome to the final tutorial in the series on creating menus in Unreal Engine 4 using Slate & C++! Part 1: Introduction & Basic Menu Part 2: Style Sets Part 3: Upgrading to 4.3 and Data Binding Part 4: Advanced Widget Usage Examples In this final tutorial, we’re going to look at using the List
I wanted to take a moment to talk about a recent project that I’m hugely excited about. About a month ago, I started poking around with Lua embedding again. In the past, every time I’ve bound a scripting language to my code I’ve always used existing binding libraries – AngelScript has built-in object-oriented methods for
Welcome back to my tutorial series on creating menus in Unreal Engine 4 using Slate & C++! Part 1: Introduction & Basic Menu Part 2: Style Sets Part 3: Upgrading to 4.3 and Data Binding Part 4: Advanced Widget Usage Examples I do apologize for the long delay, I got a little caught up with
Welcome to the second part of my tutorial series on creating game menus with Slate & C++ in Unreal Engine 4! If you’re just joining us, you can catch up with the first tutorial here. In the last tutorial, we created a very simple and rather… bland title screen/main menu for our game using Slate.
Hello, and welcome to the first of a multi-part tutorial series on creating game menus with Slate in Unreal Engine. I’ve recently spent a lot of time working with Slate to replace some… rather ugly setups and difficult-to-maintain Canvas-based Blueprints that made up all of the menus in a game that I am currently working
Holy crap, another feature spotlight! Roll up your sleeves and prepare for some craziness, we’ve got a new toy as of Minecraft Forge build 1146! This works in both 1.7.2 (Build 1147) and 1.7.10 (Build 1146). The feature in question? Mod-specific Config GUIs! With these, your users will be able to configure your mod from
Welcome to another Minecraft Forge Feature Spotlight! This time, I’m covering the @Optional annotation, another annotation (like @API) that makes it easier to deal with APIs! This time around, it’s a feature that allows you to avoid having to package other mods’ APIs in your mod if you don’t need to ensure they’ll be there.
So, after some recent discussions in super secret environments that even the NSA doesn’t have the clearance to access, it’s come to my attention that there are features added to MinecraftForge that… well, have the publicity of that movie you’ve never heard about from that country you’ve never heard of. And so, it’s time to