Using Cheat Manager in Unreal Engine 4

The cheat manager in Unreal Engine 4 is a class that handles commands useful for making testing much easier. In fact it’s a container for most of the exec functions. Those functions can be implemented in many places – GameInstance classes or PlayerController classes but it’s good to keep them in one place in order to have the project more organized.
There are plenty of commands in the base Cheat Manager already – You can check all of them in the Engine \ Source \ Runtime \ Engine \ Classes \ GameFramework \ CheatManager.h file. But if You want to extend the Cheat Manager in Your game there are few steps that must be followed.

Real Boxing 2 Reveal

There were no any new parts of UE4 tutorial for beginners lately. This fact put me in disgrace, but last few weeks were incredibly tough for me, because we were working hard on soon upcoming game – Real Boxing 2!

The early version has made into the Gamescom and there is a sweet trailer on the Internet

The one thing I can tell is that I was working with the engine closely and have few ideas for new tutorials.

By the way, there is also a webpage:

Well, this is it for now. There is still much to do. I’m sorry for quite a hiatus here, but I’ll do my best to post something right after this madness ends.

Simple protection against memory hacking – part 2

Last time I was writing about how cheating with leaderboards is possible in mobile games. There are applications that allow cheater to search memory for the interesting value and change it during the game runtime. This is obvious that those values can’t be stored in memory as themselves. How to encrypt them and in the same time make the whole mechanism easy to use?

Simple protection against memory hacking – part 1

While playing video games with leaderboards you might notice that sometimes there are players with enormous, impossible scores.


Impossible scores!

As you probably guess those ones weren’t scored by playing a game the fair way.
There are three (known to me) ways to do such a terrible thing:

Billboards with geometry shader

Billboards in video games are the 2D planes in 3D scene that are always pointed perpendicularly at the camera. They can be used to draw distance objects that doesn’t require much details, to draw particles or they can be used as a part of the editor interface. Normally the plane is rotated by transforming metrices so it face the camera, but there is another, easier way – by using the goods of geometry shader.

Billboard Heart

The 2D heart rendered in 3D scene.

Gif Player in Javascript

At some web pages you can notice that gifs aren’t playing at the beginning but they are waiting for user to click on them to start playing. This trick can prevent from unnecessary data downloading and from overhelming the computer by displaying the huge amount of animated pictures. How is it done?

Simple hex picker

Using hexes instead of square fields gives strategy games more depth and variety in creating interesting, tactical situations. But, because of its shape, it is slightly more challenging to implement them. This article will show how to nicely pick the proper hex tile using a mouse.

First of all, let’s look at the interesting properies of the hexagon.


GPU particles

Modern graphic cards are the source of the enormous computing power that can be used not only for rendering. How about updating over million of particles with a realtime changing enviroment or emitter position?

One milion particles running on GPU

One milion particles running on GPU

Light shafts

Light shafts, light scattering, god rays – many names but they represent the same awesome effect that can be noticed during foggy day or in a dusty room.
In games they make levels more moody and atmospheric, but how are they made?


The final effect might look like that.


Welcome to the great and sumptuous reopening of the blog!

This will be another iteration of a place where I, your humble coder and developer, will post about programming and games. Or at least I’ll start with these subjects.

Why the reboot? Well, there were few things that didn’t go well.

  • Lack of articles and the quality of those that existed.
  • Language that not everyone could understand.
  • Technical issues with AJAX… let’s say: triumph of form over content.

There is also an another thing, I’ve just realised that I’m not and I probably never will be a good writer. So I’ll try to describe only the most important aspects of future topics – briefly an concretely.

I also invite you all to follow me on Twitter as a form of the newsletter (and because everyone has a Twitter… right?)

Ok, enough of this introduction. Let’s start this advanture!