Documentation
Documentation for the Unreal Engine tools built at Pighaus Games. Written by the person who built them, and kept current with the code.
Over-the-shoulder action, survival horror, hack and slash, top-down, isometric or side-on, Blendable has a camera ready for the game you're making, and a lock-on for anything from a duel to a giant. Every shot, shake and lock-on is blended into one final camera, so nothing pops, nothing fights and you never need to touch C++.
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Screen effects for any Unreal project, each played three ways: a transition for any change of shot, an impact that strikes once, or an overlay held on screen. Anime impact frames that smear and explode, film that burns, tape that loses its tracking, lenses that swap, and a hundred more, every one tuned to the last setting.
Read the docsHow these docs work#
Every page starts with what you need to get something done, in plain words. The detail (how it works inside, why it was built that way, the edge cases) sits in Go deeper folds you can open when you want it and skip when you don't.
Every page and every heading has its own link, so you can send someone the exact part they need. Hover a heading and the # appears.
Press / anywhere to search. It looks through page titles, headings and the folds, and a result inside a fold opens it for you.
Straight answers#
Where something is newer or less tested, the page says so rather than presenting it as equal to the rest. Known issues are listed in each product's changelog with any workaround there is, and what's coming next is on its roadmap.