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Getting into C++ with Unreal Engine - Part1 - Setting up
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NOTE:
Anyone who cant find 'Universal Windows Platform Development' in the visual studio installer,
looks like MS renamed it and changed the icon.
Its now called 'Windows Application Development'
A couple of things were pointed out by Ari Arnbjörnsson, they are important considerations: at 14:46 I put a note on screen which basically implies you can use a TSharedPtr *instead* of UPROPERTY to keep an object from garbage collection, which is not really what I intended to say (although it says exactly that!), and is plainly WRONG ;-)
The second point is related to memory management, object lifetimes, and garbage collection, and relates to changes since UE5.0.
I have pinned Ari's comment, please check it out if you want to know more. And hopefully I will talk more about these things in a future video.
This video is the first part in a short series aimed at giving people who want to use C++ with the Unreal Engine a helping hand.
In this part, I go over installing the software you will need, setting up your development machine to allow you to work with C++ in unreal, and then I discuss the most common classes and features you may encounter while working on your projects.
I cover some basic things about how C++ projects work, to help people from a Blueprint background.
And I talk about some of the pitfalls that people who already have C++ experience might encounter, so that you can avoid them.
Links
Chapters
00:00 - Start
01:01 - Hardware Specs
01:45 - Epic Launcher
02:55 - IDE
04:35 - Rider
05:14 - Shill for the win!
05:45 - Project Structure
07:17 - If you already know C++
09:56 - C++ Standard Libraries
12:53 - C++ Macros
15:49 - Assets
17:58 - Split C++/BP Classes
21:01 - Code Modules
22:30 - Plugins
24:24 - Unreal Classes
26:10 - Common Unreal Classes
27:49 - GameMode
29:36 - GameMode Default Classes
34:23 - Summary
Anyone who cant find 'Universal Windows Platform Development' in the visual studio installer,
looks like MS renamed it and changed the icon.
Its now called 'Windows Application Development'
A couple of things were pointed out by Ari Arnbjörnsson, they are important considerations: at 14:46 I put a note on screen which basically implies you can use a TSharedPtr *instead* of UPROPERTY to keep an object from garbage collection, which is not really what I intended to say (although it says exactly that!), and is plainly WRONG ;-)
The second point is related to memory management, object lifetimes, and garbage collection, and relates to changes since UE5.0.
I have pinned Ari's comment, please check it out if you want to know more. And hopefully I will talk more about these things in a future video.
This video is the first part in a short series aimed at giving people who want to use C++ with the Unreal Engine a helping hand.
In this part, I go over installing the software you will need, setting up your development machine to allow you to work with C++ in unreal, and then I discuss the most common classes and features you may encounter while working on your projects.
I cover some basic things about how C++ projects work, to help people from a Blueprint background.
And I talk about some of the pitfalls that people who already have C++ experience might encounter, so that you can avoid them.
Links
Chapters
00:00 - Start
01:01 - Hardware Specs
01:45 - Epic Launcher
02:55 - IDE
04:35 - Rider
05:14 - Shill for the win!
05:45 - Project Structure
07:17 - If you already know C++
09:56 - C++ Standard Libraries
12:53 - C++ Macros
15:49 - Assets
17:58 - Split C++/BP Classes
21:01 - Code Modules
22:30 - Plugins
24:24 - Unreal Classes
26:10 - Common Unreal Classes
27:49 - GameMode
29:36 - GameMode Default Classes
34:23 - Summary
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