Unreal Engine 4 plug-in with hover effect components.
This Unreal Engine 4 plug-in shows how to convert a BP component to a C++ component as presented by Zak Parrish and Gerke Max Preussner during the live coding demonstration at GDCE Europe 2015. It accompanies the corresponding presentation slides
This plug-in was last built against Unreal Engine 4.9 and should work on all platforms.
This plug-in requires Visual Studio and either a C++ code project or a the full Unreal Engine 4 source code from GitHub. If you are new to programming in UE4, please see the official Programming Guide!
You can use this plug-in as a project plug-in, or an Engine plug-in.
If you use it as a project plug-in, clone this repository into your project's /Plugins directory and compile your game in Visual Studio. A C++ code project is required for this to work.
If you use it as an Engine plug-in, clone this repository into the /Engine/Plugins/Media directory and compile your game. Full Unreal Engine 4 source code from GitHub (4.9 or higher) is required for this.
After compiling the plug-in, you have to enable it in Unreal Editor's plug-in browser.
In order to use the Blueprint version of the hover component, copy the file /Content/BlueprintHoverComponent.uasset into your project's /Content directory.
Perform the following steps to test the components:
- Drag a Sphere or other StaticMeshActor from the Basic Shapes tab into your level
- Select the actor, lift it off the floor a bit, and click the Add Component button in the Details panel
- Add the desired hover component, i.e. SimpleHoverComponent or BlueprintHoverComponent
- Make sure the Mobility of the actor's StaticMeshComponent is set to Movable
- Hit the Play button to start the game in the Editor
Your sphere should now be hovering above the floor, slowly bouncing up and down into a stable position.
Please file an issue, submit a pull request or email us at info@headcrash.industries