shaihem_1
(AdilKhan)
October 7, 2014, 6:25am
1
Hi,
I searched all over the internet and I have learned many things in short time.
However, I am still missing a lot of things which I could not find online.
Like if I want to make my own game I still do not have the complete picture in my head as where really to begin and finish it up.
Any ideas to truly master the UE4???
Jacky
(Jacky)
October 7, 2014, 2:15pm
2
I dont think this is strictly UE4 related really. There are certain steps and workflows you need to follow to make any game with any game engine so you can search for information on game development in general then apply that knowledge to UE4.
After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki β ue4community.wiki! You will be able to find content from the official...
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https://wiki.unrealengine.com/Save_System ,Read %26_Write_Any_Data_to_Compressed_Binary_Files
https://docs.unrealengine.com/latest/INT/Engine/Rendering/ParticleSystems/Optimization/Results/index.html
https://docs.unrealengine.com/latest/INT/Engine/Blueprints/Overview/index.html
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https://docs.unrealengine.com/latest/INT/Programming/Basics/ConfigurationFiles/index.html
https://docs.unrealengine.com/latest/INT/Programming/Development/CompilingProjects/index.html
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https://docs.unrealengine.com/latest/INT/Engine/Blueprints/UserGuide/Arrays/index.html
https://docs.unrealengine.com/latest/INT/Engine/Blueprints/UserGuide/Arrays/ArrayNodes/index.html
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https://docs.unrealengine.com/latest/INT/Programming/UnrealArchitecture/Reference/Functions/index.html
https://docs.unrealengine.com/latest/INT/Programming/UnrealArchitecture/Reference/Functions/Specifiers/index.html
https://docs.unrealengine.com/latest/INT/Programming/UnrealArchitecture/Reference/Classes/index.html
Hi All, Another C++ noob question here which I would appreciate some input on. I have the following situation: I have 2 classes, letβs call them The Boss and The Worker. The Boss creates a new instance of The Worker, and instructs The Worker to...
UE4 has plenty of great C++ libraries to use for game development, but itβs not always obvious in a large code project where to find them. In this post, I just want to call out a few that are especially useful and worth checking out. For more...
Reflection is the ability of a program to examine itself at runtime. This is hugely useful and is a foundational technology of the Unreal engine, powering many systems such as detail panels in the editor, serialization, garbage collection, network...
https://docs.unrealengine.com/latest/INT/Gameplay/Input/index.html
https://docs.unrealengine.com/latest/INT/Gameplay/index.html
https://docs.unrealengine.com/latest/INT/Gameplay/Framework/QuickReference/index.html
https://docs.unrealengine.com/latest/INT/Gameplay/Framework/Pawn/index.html
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https://docs.unrealengine.com/latest/INT/Gameplay/HowTo/RespawnPlayer/Blueprints/index.html
Hello fellow Programmers, I came across a problem, when i tried to make a turret look at the player. Other post on the HUB was not helpful to me π It was fairly easy in Blueprint. My problem is that i cant acces the FindLookatRotation() function...
Hi, I would like more information about the MovementComponent system, itβs totally foggy at the moment. The more I try to understand how things work for Character the more Iβm confused. At first I found the PlayerMove and UpdateRotation functions...
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After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki β ue4community.wiki! You will be able to find content from the official...
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https://docs.unrealengine.com/latest/INT/Engine/Physics/Vehicles/VehicleUserGuide/
https://answers.unrealengine.com/questions/38960/blueprintimplementableevent-in-level-blueprint.html
Hi Iβve noticed that when I run my game, textures are not completely loaded, they show low res and then they load completely so, How can I preload all my assests so this doesnβt happen? I want to have like a loading screen and then start playing...
https://forums.unrealengine.com/showthread.php?1047-Lets-Make-Weapon-in-Blueprint-from-Blank-Project
https://docs.unrealengine.com/latest/INT/Gameplay/DataDriven/index.html
https://answers.unrealengine.com/questions/91531/how-to-use-the-gameinstance-bp-to-send-info-to-oth.html
https://www.unrealengine.com/blog/blueprint-networking-tutorials
https://forums.unrealengine.com/showthread.php?2004-Blackboard-Documentation
https://docs.unrealengine.com/latest/INT/API/index.html
https://wiki.unrealengine.com/Interfaces_in_C%2B%2B
https://wiki.unrealengine.com/Slate,_Hello
https://docs.unrealengine.com/latest/INT/Programming/Animation/AnimNodes/index.html
https://docs.unrealengine.com/latest/INT/Engine/Animation/NodeReference/SkeletalControls/index.html
https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/LayeredMaterials/index.html
//if you want to use variables in CPP and blueprint, do this:
//for a Variable named AAA of class type BBB, you would write:
//inside the YYY.h class:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ZZZ")
BBB AAA;
//if you want to define a function in CPP that can be redefined in blueprint, do this:
//for a function named XXX inheriting from a class named YYY, you would write:
//inside the YYY.h class:
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "ZZZ")
void XXX();
//at the end of the YYY.CPP file:
void YYY::XXX_Implementation()
{
//add code here
AAA.doStuff();
}
//the "_Implementation" suffix for the function name is only needed if you use "BlueprintNativeEvent", and if you want to call that function from CPP, you just call " XXX(); " and not " XXX_Implementation(); "