After finding a somewhat embarrassing bit of broken back-end configuration that was messing up my menus (now fixed), I've also got my first UnrealEngine articles uploaded! I could do with streamlining them a bit which I'll probably fit in some time this week, but here they are!
I have a short series of articles describing a basic implemantion of the Boids flocking simulation in UE4.
Part 1 covers the principles of the boids algorithms, and the basic setup of the Boid class.
Part 2 covers the header of the BoidManager class and the UPROPERTY values availablet to tweak in the editor
Part 3 covers the meat and gravy, the implementation of the boids algorithms in the BoidManager cpp.
Once I get a decent frame capture application sorted out, I'll get some video of the feature up, it looks pretty cool for such a simple set of algorithms :)
Next up I plan on implementing collision avoidance so the flock will flow around obstacles.
{fcomment}