Unreal Engine 5 Modules: How and Why you should be using them!

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In this video I cover the basics of modules along with how and why you should be using them.
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This is really good video. Thank you so much. Bering trying to follow the same process for a Custom Plug-in that uses third party libraries. Although having problems at the moment since is not finding the correct files 😢

DrRbot
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This video will help me a lot in trying to get an external library such as opencv to work as a plugin inside UE5.
I'm almost there, but need a little help. Would I get any tips in the Discord ?
Many thanks,
b

behrampatel
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Thanks for tutorial! I think a great tutorial you could do in addition to this is showing how you might go about converting an existing project with all classes inside the primary module into separate modules. I'm in that process right now. Say I have a MainMenu module I want to implement, but there's some classes it uses that will also be used by other modules (for example a Pause Menu that shares the same SettingsMenu class). Should those classes be put inside their own separate module as well, maybe a module named MenuComponents?

markoleptic
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at 6:27 why did you add "CustomDoor" to public dependencies array. isnt it already itself

lyrics
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When would you recommend a standard module like this vs. the Game Feature Module?

onxrj
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Hey SneakyKitty, I notice the Kantan DocGen module in your folder structure. Have you gotten it working in UE 5? Does it document blueprint well enough for you? Now THAT would be a video I would pay for.

TheHolosim
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Hi what would a process of turning on engine plugins using a custom plugin in unreal engine c++ look like? Could you talk me through it I am having a hard time wrapping my head around it. Also would it be better to use modules for this instead of a plugin workflow? Thanks for sharing your knowledge it is very valuable.

ivanmalau
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Good tutorial, but honestly, I'm not sure if I'll keep creating my own gameplay modules. I was creating so that it can be reused and I separated quite a few gameplay modules for my game.

There are some annoying downsides to it such as:
1- It's a bit annoying to add a single module (even if it's simple) to the 'game module';
2- It's harder to keep your single module dependency separate from the other modules;

I'm seriously thinking to refactor and get rid of my gameplay modules. Good thing I'm not far ahead in my project, I'm not at the beginning either, but if I'm going to get rid of them, I shall better do it sooner than later.

Please, don't get me wrong I can see why they can be useful, but honestly for my game, since I don't really plan to sell separate parts of my code, I'll probably keep most stuff inside my GAME MODULE. Unless I find opportunities to create a separate logic that could be reused on other projects, such as Save System, Mission System and whatnot.

gameplayripper
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Is there an option to disable module in shipping build? I found / (array)" and I put it in .uprojet file inside module configuration but it doesn't work for some reason

dzezver
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A bit late to this but I did all these things and I can create a class belonging to the module but I can't actually see the module folder in the content drawer?

rezmeplease
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It is good to use Modules for game-specific stuff but I find it too much effort to do. I may try it again. Currently, I usually make a Plugin for anything that isn't tied to the game itself and could potentially be reused in another project, coz then I can easily add it to any other project.

DynamicalisBlue
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Why not use a plugin instead of a module since it does the same thing anyways

vegitoblue
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That is a lot of manual effort for something so simple.

meerkatpowergaming