Having finished my first course, I delved a bit further into UE4 materials before beginning the second course which will take months to complete, most probably.
Monthly Archives: May 2019
First UE4 course completed
Glad I made it to the end of this first course, but man… the way is still long!
Learning a bit everyday, growing confidence, motivation is still there!

Unreal tutorials
When I first started to try and learn UE4, I followed official Epic videos.
I like them very much because the instructor was very professional and explained everything to the tiniest details and, which many courses lack, why he was doing things.
I had to stop because I’m too new to UE and those videos are too old (2014) so the version of Unreal they use is rather different from mine and having to deal with version discrepancies on top of learning new matter was too much.
But now, I’m going back to those videos to help me fall asleep at night – seriously! – and I like them more and more.
For example, I just watched a video about materials were the instructor was Multiplying a tint – a base color – with a black and white image to get different materials and I think I never understood so clearly how and – mostly – why the Multiply nodes were used.
I’m at 82% of my current course, I might go back to the official Epic videos after that, they might very well be what I need. I’ll then decide whether it’s worth it to delve into the hundreds of hours of the C++ Udemy course.
Amateurs!
Doing a socket tutorial, which, basically, puts a sword into the hand of a character.
After doing so, every time I swing the sword when facing the camera I have a graphical glitch; quite hard to explain, it’s like if the sword was springing out of the screen to cut my nose.
Funny.
First thing I do is go to the Questions and Answers section of the course and ‘lo and behold, what do I read as answer to that very problem?
Christopher — Instructor · 2 years ago
It is interesting the issues that pop up when you change a small detail. It is amazing how many bugs can randomly appear, that have simply been hiding because of a very specific set of circumstances.
Anyway, mini rant over :D
Sucker!
I found my answer in minutes, I have to specify a custom collision rule ignoring the spring arm of the camera:
change the collision preset from IgnoreOnlyPawn to Custom. This should maintain all the settings from IgnoreOnlyPawn, but allow you to modify them. Under Trace Responses, change Camera from Block to Ignore
If even the Epic team don’t know what they’re doing, this does not bode well!
Montages
I’m writing a document to remember the different steps in each blueprint development and, at the moment, I’m working on montages.