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Custom Blueprint Nodes Part 1: Blueprint Libraries

Difficulty
Beginner Intermediate Advanced

Welcome to part one of a 3-part series of tutorials on making custom Blueprint nodes in UE4. In part one, I’ll walk you through the creation of a Blueprint Library in C++. If you don’t know much about programming, don’t worry, it’s pretty simple! In later parts I’ll dive into the nitty gritty stuff, starting with defining custom “thunk” functions in order to properly handle wildcard parameters.

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Update: Hell Part 2

Oof. It’s been a rough few weeks. I’m not dead though! Just stressed and tired. Sorry for the lack of updates but I really haven’t been feeling up to writing lately. Not only am I still dealing with water damage repairs, not only am I still without a washing machine, but the past few weeks have been very stressful for a number of other reasons.

That’s enough complaining though, here’s what I’ve been up to the past few weeks.

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Update: Water Damage Hell

Sorry for the radio silence the past few weeks, but I’ve been in Water Damge Hell. My washing machine broke and flooded the bathroom, and then after it was “fixed” it broke again, and flooded the bathroom a second time. So the past two weeks have been nonstop intrusions by repair workers, scheduled and unscheduled, to take moisture measurements, test for lead paint and asbestos (yes, there is asbestos in my walls, apparently .ᵐ.), drop off indstrial drying equipment, take my washing machine out of the bathroom and just stick it in the middle of my living room, tear up carpet, remove chunks of drywall, and more. Suffice it to say, it’s been hard to get work done.

But that doesn’t mean I haven’t done anything! Here’s what I’ve managed to get done:

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