Unreal Engine C++ developer.
- I like creating various Unreal Engine tools that simplify the development process.
- Feel free to email me at [email protected] or join telegram/discord chats for any questions.
Unreal Engine C++ developer.
This brief article addresses the question of how to cast one Slate widget to another in Unreal Engine. Imagine you have an SWidget widget wrapped in a shared pointer like this: TSharedPtr<SWidget> MyWidgetPtr; If you want to cast it, for example, to an SSpacer, your code might look like this: TSharedPtr<SSpacer> MySpacerPtr = StaticCastSharedPtr<SSpacer>(MyWidgetPtr); It’s important to keep in mind that you should verify whether the shared pointer is valid before using it....
In Unreal Engine, it is possible to set a delay for the function to execute after a single tick, which is sometimes useful when working with UMG/Slate side of things where the widget properties are only available after a complete rebuild, such as obtaining the desired size of the widget’s geometry, which is often not accessible right after initializing or constructing the widget. In such cases, you may want to implement a delay, as described in this article , but sometimes even a single tick delay is sufficient and can enhance the overall user experience, preventing visual hitches and abrupt interactions....
Chunk downloading is a technique used to retrieve large binary data from the server in separate parts, ensuring reliability and compatibility across different platforms. Unreal Engine’s HTTP module has a limitation of 2GB for binary HTTP response content due to internal restrictions (specifically, TArray<uint8> uses the int32 size type, which has a maximum value of 2,147,483,647, approximately 2 GB in our case). To overcome this limitation, we can use the Range HTTP header supported by most servers, without requiring any file preparation or segmentation....
You can save any UObject that is represented as an asset within a UPackage using this method: bool SaveToAsset(UObject* ObjectToSave) { UPackage* Package = ObjectToSave->GetPackage(); const FString PackageName = Package->GetName(); const FString PackageFileName = FPackageName::LongPackageNameToFilename(PackageName, FPackageName::GetAssetPackageExtension()); FSavePackageArgs SaveArgs; // This is specified just for example { SaveArgs.TopLevelFlags = RF_Public | RF_Standalone; SaveArgs.SaveFlags = SAVE_NoError; } const bool bSucceeded = UPackage::SavePackage(Package, nullptr, *PackageFileName, SaveArgs); if (!bSucceeded) { UE_LOG(LogTemp, Error, TEXT("Package '%s' wasn't saved!...
Note: This is an experimental article and may look strange as it compares two completely different concepts. But nevertheless, I think that they can be compared to some extent, which I did in this article. Smart pointers are typically compared to raw pointers , but this article will compare TUniquePtr, a type of smart pointer in Unreal Engine, and direct rvalue reference. I intentionally add “direct” to the rvalue reference term to make it more clear, because the rvalue reference can be applied to TUniquePtr itself in the same way and this can cause confusion....