The “Random Integer” node in Unreal Engine 4’s Blueprints system behaves exactly like “rand() % Array.Num()” would in C++. Tthis makes it perfect for selecting a random entry of a blueprints array.
The wording in the Blueprint’s tool tip words this as “Returns a uniformly distributed random number between 0 and Max – 1” which I feel is not a clear explanation of what you would use this for. Indeed the node “Random Integer in Range” sounds like it would be more appropriate for getting a random entry of an array yet because the Range’s max is treated inclusive it is inappropriate for task.
During development of TINY METAL I ran into issues where large textures were only using R8G8R8A8, aka 4 bytes per pixel, instead of DXT1 or another compression format. I wanted these textures to use DXT1 or another compression format to save space so the full 32bits per pixel was un-usable.
In our case the solution was the pad the images outside UE4 to be multiples of 4 pixels. Note that using the in UE4 “Power Of Two Mode” padding offered in the texture settings did not allow the images to use DXT1. Instead I was forced to resize the images outside unreal before importing them.
If you are on my site based on my Microsoft posts then I should maybe mention that I now work in the Japanese games industry. Its a pretty cool industry.
During my Linux printing work on Google Summer of Code 2014 I started programming a turn based strategy game. Super Battlelands is a turn based strategy game with unit building and terrain control.
At my day job I work at a small english speaking mobile game contractor in Tokyo. When I get home I work on Super Battlelands.