I find UE4 C++ harder than regular C++ with all the modified functions and pointer variables that point everywhere to all those functions stored in addresses. It can get confusing at times and hard to understand.
Regular C++ casual simple mode is easy to understand at least from my view.
Even the constructors and the way classes are structured is different from regular c++ and you just end up calling functions with pointers that don’t even know what they do to get into the fog of guessing.
Pointers pointers pointers for everyone all over the place.
I guess this is the solution to optimized system because it loads faster from direct memory access but you have no idea what you are calling and there are like tones of built in functions pre written.
I haven’t seen for example docs on class objects to use as keys on function calls because the whole system is based on pointers that point all over the place, to some memory address that you have no idea on where it is what are you pointing at.
Cool let’s just create a * and say point to → because it works.
Simplest example
SpringArmComponent->SetupAttachment(RootComponent);
You don’t know where you are pointing and what is behind that nor how the memory address is setup, all you know you created a pointer with an asterix and are pointing at some attachment thing to attach some component.
So these are for simplicity to get things done fast, but you study C++ for like an year and come here and say what is this ?
It’s a complete UFO for you until you get a grasp on UE Extra ++
Let’s just call this for the sake of every one API based ++C++ or derived.
So this is more like API call system where you can also add some C++