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How to solve the lack of options such as Generate Visual Studio project files in the right-click menu in UE4 and UE5

After the installation of the Unreal Engine is completed, three right-click pop-up menu items for the project file will be added to the registry. However, many students have found that their computers do not have relevant menu items. This article mainly explains how to fix this problem.

Issues to note when using BlueprintPure in UE5

When using a function in a blueprint, you need to connect the execution input pin of the function to the execution logic line to execute the function. However, there is a special function that has no execution pin. Such a function is named "pure function". Pure functions are mainly a concept in blueprints. They can be provided in blueprints and C++, but there are still some precautions when using them.

UE5 configures the startup instructions and reads and uses the startup instructions (startup parameters)

In software development, when releasing a product package, we hope that the software will have some preset parameter configurations when it starts, and we can use startup parameters to achieve this. Startup parameters are actually reserved configuration entries provided for software startup in most software designs. Developers can use them to complete more flexible startup configurations. This article mainly explains how to use startup command configuration in Unreal Engine.

Unreal Engine calls local file picker (FileDialog)

IDesktopPlatform is an abstract interface class used for platform desktop operations in Unreal Engine. In the class, a lot of platform feature operation interface methods are provided. For example, the disk file picker introduced in this article is encapsulated in this interface. Through the file picker, we can call the platform's file picker to pick up the content in the local disk.

Unreal Engine localization (language pack) packaging to achieve multi-language switching

In the process of game development, it has become very common to connect to multiple language versions. Generally, games that are shipped overseas must be localized. Localization is mainly to solve the problem of matching the release language in the distribution area after the product is shipped overseas. Unreal Engine provides a complete set of localization operation solutions, which can complete complex page localization design more efficiently and simply.

Unreal Engine (UE4 UE5) Custom TMap Key Value Type

In the development scenario, when you encounter the use of TMap, change the key value type to the custom data type in the project. If you do not perform additional coding, an error will occur during the compilation process. Unreal Engine has additional requirements for the data type you want to use as the TMap key value. It must meet the implementation of hash sequences and conventional comparison operator overloading. The following code simply shows you how to complete the customization of the TMap key value type.

Unreal Engine (UE4 and UE5) implements loading waiting page Loading Screen design (progress bar asynchronous loading) with project source code

When using Unreal Engine to design products, you will often use map switching. Have you ever encountered a black screen for half a day when starting the software, or a black screen for a while when switching maps? Customers always say that the experience is not good! Is there a way to solve it? First of all, you need to understand why the screen is black for a while, which is actually very simple! Because the computer needs to load disk assets after starting the software, the loading process takes time, but sometimes there are many assets to load, and the disk reading efficiency is low, so the waiting time is too long.

Unreal Engine (UE4) Custom Blueprint Type Converter

In blueprint development, many people should have encountered the need to print integer data output to the screen. We know that the blueprint output log node can only output string type data. If you want to output integer data, this is not allowed from the perspective of strongly typed language features. But in actual use, the blueprint only needs to drag and drop to complete the operation. This is why blueprints are easy to learn.

UE4 builds multiple output execution pin blueprint nodes (synchronous nodes and asynchronous nodes)

In blueprints, we often see some nodes with multiple output execution pins (Figure 1). We know that when a program is executed, according to the execution flow, execution branches can appear according to given conditions, which can be accomplished by using Branch nodes in blueprints. But when designing nodes (in C++), how should we complete the node encapsulation and have multiple output execution pins?