I like C++ because it is low-level and it provides an infinite amount of ways to do things. While for some crazy reason, that attracts me to C++, it has a very negative effect as far as reading different API’s.
Okay, so this is what I found for the API:
and this is an example that I was fact-checking things with according to the API above:
I attached an image on this page for convenience.
I was able to find AutoPossessPlayer located in the Pawn class. EAutoReceiveInput::Player0, I couldn’t find this no where in the API using the search feature.
RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT(“RootComponent”)); is another strange looking syntax for C++.
So basically, I’m trying to get good at using the API’s and using its members by looking at the rules provided.
I see classes declared as:
SomeClass class = new SomeClass();
and then you can start using its members like this:
Sometimes I see it declared as just this:
and then you can start using its members with just that.
For UE4, I haven’t seen any of the previous two that I just explained. I guess my frustration is coming from the fact that I seen dozens of foreign ways of using members, but I’m having a difficult time finding documentation on how to use it.
This leads me to google search it, which I can waste a lot of time reading forums that explains it incorrectly. I prefer to use the API, since it was made by people that is either the creator of the API or associated with them. I never had this problem
with Java. If the parameter required a boolean, you put in either true or false. If it is a double, you can put in 2.5, or 5. Simple!! I just wish I can find a resource that explains all of the infinite amount of ways that members can be used so that I don’t have to guess if the API doesn’t provide a comprehensive description on it.
I find the videos useful, but it is a bunch of typing in functions and telling you what they mean. They don’t really tell you how they came up with that function. I will never be competent with UE4, unless I can refer to the API.