Allows you to retrieve actor component configuration and data from a Blueprint Generated Class, similar to the Class Default Object for C++ Classes. There are optional optimizations for filtering by name, and for returning multiple components. Single Component Implementation Multiple Component Implementation Header Declarations
Uses the Asset Registry to determine whether a SoftClass is a child of another class, without loading it. NOTE: This snippet has limited utility, traversing the asset registry may be slower than just loading the class in some cases!
Gameplay tags are a powerful UE4 feature that allow for high-level tagging and categorisation of concepts and types. This concept of hierarchical tagging can be very powerful, and Gameplay Tags themselves have fully-featured editor support and a great API for use in native code. Gameplay Tags are used extensively in Epic’s Gameplay Abilities System, but […]
Out-of-the-box, there are two primary types in Unreal Engine which have what we consider “first-class” support for the replication and networking system. These are Actors, and through them, Actor Components. For almost any conceivable situation, this is absolutely all we need. Both types support their own replicated properties, they can be safely created and destroyed […]
Hi, I’m James! I’m an experienced Unreal Engine developer.
I’m currently Senior Programmer at Black Matter, working on Hell Let Loose.
I’ve been using Unreal for over a decade, working with several studios as well as on my own solo projects, which I talk about here!
If you’re interested in Unreal Engine, looking for tutorials and information, or just want to find out about these projects, you’ve come to the right place!