Using Gameplay Tags in C++

NOTE: The following setup has been superseded by “Native Gameplay Tags” in UE4.27 and beyond. New post coming soon. 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 […]

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Replicating UObjects: Building a Flexible Inventory System

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 […]

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Better Burst Counters

ShooterGame is arguably one of the most comprehensive samples Epic Games has given us for Unreal Engine 4. Studying it is something of a rite-of-passage for C++ developers, especially given the overall popularity of shooters and Unreals’ heritage. It’s incredibly useful for familiarising yourself with how Unreal expects you to build your game, particularly if […]

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About Me

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!

Jambax / TheJamsh