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  • replied
    Great tutorial! Between that and the gamedev.tv guys on udemy, there is a lot of information that can be learned and not for a lot of money either.

    Leave a comment:


  • replied
    Yeah good lad is Tom good tuts.

    The fact he was a programmer at epic means you know you're getting the best info aswell.

    For $11 you cant go wrong.

    p.s. im not on commission honest

    Leave a comment:


  • replied
    Originally posted by savagebeasty View Post
    Throw the toys out the pram

    This is a great course for a good overview, highly recommend it:

    https://www.udemy.com/unrealengine-cpp/


    If you go to Tom's site you can get the course for $12 plus he also has some other useful tutorials.

    https://www.tomlooman.com/ue4-cpp-tutorials/
    I watched Tom's course at Udemy's for Multiplier in C++ with Unreal and loved it. I could also setup up everything in blueprints after that, so double win in my case.

    Leave a comment:


  • replied
    Throw the toys out the pram

    This is a great course for a good overview, highly recommend it:

    https://www.udemy.com/unrealengine-cpp/


    If you go to Tom's site you can get the course for $12 plus he also has some other useful tutorials.

    https://www.tomlooman.com/ue4-cpp-tutorials/

    Leave a comment:


  • replied
    And that's why i shall stick to more simplistic games to create.

    Leave a comment:


  • replied
    This is why I stay away from C++, it just wasn't made for some people. Blueprints on the other hand are pretty fun. On the technical side my game was **** I wouldn't dare try to fix it or even create something new in C++ unless I had a real programmer to do it.

    Leave a comment:


  • replied
    Originally posted by BrUnO XaVIeR View Post
    I think when it comes to "internet" everybody often have too bold opinions...
    I've been trying myself to be more realistic and refrain from posting harsh opinions, more often now remember myself that everything has problems in a way or another;

    In the end it's unhealthy to expect any piece of software to be flawlessly perfect, not even hardware drivers are bug free, when even that low-end universe has so many problems I honestly have no idea how don't the whole software industry colapse somehow. Anyway, I just need to have the task done and in the end of the day I'm glad Unreal help me to deliver and that's pretty much what matters to me now... Expecting "perfection" from any software has become delusional.

    lol even code compilers are filled with bugs...
    I agree on principle but not this particular case because arguing that an engine that has shipped hundreds of games successfully across a dozen platforms is somehow unusable and completely broken is, AT BEST, inane.

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  • replied
    I think when it comes to "internet" everybody often have too bold opinions...
    I've been trying myself to be more realistic and refrain from posting harsh opinions, more often now remember myself that everything has problems in a way or another;

    In the end it's unhealthy to expect any piece of software to be flawlessly perfect, not even hardware drivers are bug free, when even that low-end universe has so many problems I honestly have no idea how don't the whole software industry colapse somehow. Anyway, I just need to have the task done and in the end of the day I'm glad Unreal help me to deliver and that's pretty much what matters to me now... Expecting "perfection" from any software has become delusional.

    lol even code compilers are filled with bugs...

    Leave a comment:


  • replied
    Originally posted by M3NTH0S View Post
    i know enough C++
    No you don't.

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  • replied
    Originally posted by TriNityGER View Post

    Is that written down somewhere? I'd love to know
    Just emulate what UE does when you add a class/struct.
    Which it to add a new file(.h/.cpp) in the appropriate folder and add the appropriate code.

    HTH

    Leave a comment:


  • replied
    Originally posted by Kris View Post

    You can add C++ files/headers in VS if once you get to roughly know the setup.
    I do it all the time coz I can't be bothered opening the editor :P
    Is that written down somewhere? I'd love to know

    Leave a comment:


  • replied
    The thing with C++ is UE4.. one step at one time. When you are doing lots of things at once - when lots and lot of 'unknown' and strange errors appear, you are strangulating yourself there...
    Once you are already in 'there' with C++, you will be amazed on how much you can play with C++ - exposing functions to BP etc.

    Leave a comment:


  • replied

    UPROPER() FMyStruct MyStruct; should be UPROPERTY()

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  • replied
    MyStruct.h

    Code:
    // Copyright bla
    
    #pragma once
    
    #include "CoreMinimal.h"
    #include "ObjectMacros.h"
    
    USTRUCT(BlueprintType)
    struct FMyStruct
    {
        GENERATED_BODY()
    
        UPROPERTY(Category = "MyCat", BlueprintReadWrite)
        FName MyName;
    
        UPROPERTY(Category = "MyCat", BlueprintReadWrite)
        FString MyString;
    
        FMyStruct()
        {
        }
    };
    MyActor.h
    Code:
    // Copyright bla
    
    #pragma once
    
    #include "CoreMinimal.h"
    #include "MyStruct.h"
    
    UCLASS()
    class AMyActor : public AActor
    {
        GENERATED_BODY()
    
    public:
        AMyActor();
    
        UPROPER()
        FMyStruct MyStruct;
    };
    Or am I missing something?

    You can add C++ files/headers in VS if once you get to roughly know the setup.
    I do it all the time coz I can't be bothered opening the editor :P

    It's ok to be frustrated at it
    We've all been there.

    In terms of your compile issues, can compile a basic C++ project generated by the UE4 launcher in VS2017?

    Leave a comment:


  • replied
    Naikrovek exposing C++ to BP is relatively easy. Check out BlueprintType, BlueprintReadWrite etc. macros. That should get you covered.

    And by the way, let's not get into too much "C++ for(n)ever" discussion. We already have enough on that subject!

    Leave a comment:

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