# In depth tutorials for UE4?

**URL:** <https://forums.unrealengine.com/t/in-depth-tutorials-for-ue4/295470>\
**Category:** Rendering\
**Tags:** unreal-engine, feedback, Blueprint, question\
**Created:** [October 7, 2014, 6:25am UTC](https://forums.unrealengine.com/t/in-depth-tutorials-for-ue4/295470 "2014-10-07T06:25:35Z")\
**Posts on this page:** 1\
**Showing post:** 3

<div class="post-metadata">

**Author:** ![ScottSpadea](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/scottspadea/32/1194682_2.png) [@ScottSpadea](https://forums.unrealengine.com/u/ScottSpadea)\
**Post date:** [October 7, 2014, 10:56pm UTC](https://forums.unrealengine.com/t/in-depth-tutorials-for-ue4/295470/3 "2014-10-07T22:56:09Z")

</div>

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> 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 — ue4community.wiki! You will be able to find content from the official...

[https://wiki.unrealengine.com/Save\_System](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/Rendering/ParticleSystems/Optimization/Results/index.html)  
[https://docs.unrealengine.com/latest/INT/Engine/Blueprints/Overview/index.html](https://docs.unrealengine.com/latest/INT/Engine/Blueprints/Overview/index.html)  
[A new, community-hosted Unreal Engine Wiki - Announcements - Unreal Engine Forums](https://wiki.unrealengine.com/Draw_3D_Debug_Points,_Lines,_and_Spheres:_Visualize_Your_Algorithm_in_Action)  
[How can I turn off splitscreen mode with several locals players? - Programming & Scripting - Unreal Engine Forums](https://answers.unrealengine.com/questions/32229/whole-screen-for-all-local-players-c.html)  
[Component Overlap event - Programming & Scripting - Unreal Engine Forums](https://answers.unrealengine.com/questions/11692/component-overlap-event.html)  
[How do I lock the Editor to 30fps? - Programming & Scripting - Unreal Engine Forums](https://answers.unrealengine.com/questions/13389/limit-fps-to-30.html#answer-110335)  
[A new, community-hosted Unreal Engine Wiki - Announcements - Unreal Engine Forums](https://wiki.unrealengine.com/Custom_Blueprint_Node_Creation)  
[https://docs.unrealengine.com/latest/INT/Programming/Basics/ConfigurationFiles/index.html](https://docs.unrealengine.com/latest/INT/Programming/Basics/ConfigurationFiles/index.html)

> **[Properties](https://docs.unrealengine.com/5.0/en-US/unreal-engine-uproperties/)**
>
> Reference for creating and implementing properties for gameplay classes.

> **[Coding Standard](https://docs.unrealengine.com/5.0/en-US/epic-cplusplus-coding-standardblueprint-debugging-in-unreal-engine/)**
>
> Write maintainable code by adhering to established standards and best practices.

[https://docs.unrealengine.com/latest/INT/Programming/Development/CompilingProjects/index.html](https://docs.unrealengine.com/latest/INT/Programming/Development/CompilingProjects/index.html)

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> 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 — ue4community.wiki! You will be able to find content from the official...

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> 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 — ue4community.wiki! You will be able to find content from the official...

[https://docs.unrealengine.com/latest/INT/Engine/Blueprints/UserGuide/Arrays/index.html](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](https://docs.unrealengine.com/latest/INT/Engine/Blueprints/UserGuide/Arrays/ArrayNodes/index.html)

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> 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 — ue4community.wiki! You will be able to find content from the official...

> **[Structs](https://docs.unrealengine.com/5.0/en-US/unreal-engine-ustructs/)**
>
> Reference to creating and implementing structs for gameplay classes.

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> 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 — ue4community.wiki! You will be able to find content from the official...

[https://docs.unrealengine.com/latest/INT/Programming/UnrealArchitecture/Reference/Functions/index.html](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/Functions/Specifiers/index.html)  
[https://docs.unrealengine.com/latest/INT/Programming/UnrealArchitecture/Reference/Classes/index.html](https://docs.unrealengine.com/latest/INT/Programming/UnrealArchitecture/Reference/Classes/index.html)

> **[Function Pointers or Delegates](https://forums.unrealengine.com/questions/27232/function-pointers-or-delegates.html)**
>
> Hi All, Another C++ noob question here which I would appreciate some input on. I have the following situation: I have 2 classes, let’s call them The Boss and The Worker. The Boss creates a new instance of The Worker, and instructs The Worker to...

> **[Graphics Programming](https://docs.unrealengine.com/5.0/en-US/graphics-programming-for-unreal-engine/)**
>
> Information for graphics programmers working with the rendering systems and writing shaders.

> **[UE4 Libraries You Should Know About](https://www.unrealengine.com/en-US/blog/ue4-libraries-you-should-know-about)**
>
> UE4 has plenty of great C++ libraries to use for game development, but it’s 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...

> **[Setting Up a Character](https://docs.unrealengine.com/5.0/en-US/setting-up-a-character-in-unreal-engine/)**
>
> A high-level overview of how to set up a basic character or Skeletal Mesh in Unreal Engine.

> **[Range-Based For Loops in Unreal Engine 4](https://www.unrealengine.com/en-US/blog/ranged-based-for-loops)**
>
> In the Unreal Engine 4 code base, we have started taking advantage of some of the cool features added in C++11. We are cautious when adopting new language features because we target a wide range of platforms with varying compiler support. One of my...

> **[Unreal Property System (Reflection)](https://www.unrealengine.com/en-US/blog/unreal-property-system-reflection)**
>
> 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/Input/index.html)

> **[C++ and Blueprints](https://docs.unrealengine.com/5.0/en-US/cpp-and-blueprints-example/)**
>
> Introductory information for gameplay programmers getting started with Unreal Engine.

[https://docs.unrealengine.com/latest/INT/Gameplay/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/QuickReference/index.html)

> **[Controllers](https://docs.unrealengine.com/5.0/en-US/controllers-in-unreal-engine/)**
>
> An overview of Controllers

[https://docs.unrealengine.com/latest/INT/Gameplay/Framework/Pawn/index.html](https://docs.unrealengine.com/latest/INT/Gameplay/Framework/Pawn/index.html)

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> 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 — ue4community.wiki! You will be able to find content from the official...

[https://docs.unrealengine.com/latest/INT/Gameplay/HowTo/RespawnPlayer/Blueprints/index.html](https://docs.unrealengine.com/latest/INT/Gameplay/HowTo/RespawnPlayer/Blueprints/index.html)

> **[Find Look at Rotation in C++](https://forums.unrealengine.com/questions/26157/find-look-at-rotation-in-c.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 🙁 It was fairly easy in Blueprint. My problem is that i cant acces the FindLookatRotation() function...

> **[Camera](https://docs.unrealengine.com/5.0/en-US/cameras-in-unreal-engine/)**
>
> An overview of cameras

> **[Components](https://docs.unrealengine.com/5.0/en-US/components-in-unreal-engine/)**
>
> Describes the most common types of Components in Unreal Engine and where you can learn more about them.

> **[Enlightenment about MovementComponent?](https://forums.unrealengine.com/questions/1930/enlightenment-about-movementcomponent.html)**
>
> Hi, I would like more information about the MovementComponent system, it’s totally foggy at the moment. The more I try to understand how things work for Character the more I’m confused. At first I found the PlayerMove and UpdateRotation functions...

> **[CharacterMovementComponent changes in beta 6?](https://forums.unrealengine.com/questions/3574/charactermovementcomponent-changes-in-beta-6.html)**
>
> I’m confused about some of the changes to CharacterMovementComponent and how I’m supposed to use it now? It used to be that you could pass in a velocity (that inherently had a direction because of the argument being a vector) using one of two...

> **[Movement Component / Acceleration](https://forums.unrealengine.com/questions/4274/movement-component-acceleration.html)**
>
> Hi! I’m trying to re-make something I made in the UDK as a test case for getting into UE4 programming. Basically it’s a custom movement/physics implementation. I’m looking around the Movement Component/Actor stuff in the API docs (and on here) to...

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> 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 — ue4community.wiki! You will be able to find content from the official...

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> 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 — ue4community.wiki! You will be able to find content from the official...

> **[How can I rotate a collision object in code?](https://forums.unrealengine.com/questions/92060/how-can-i-rotate-a-collision-object-in-code.html)**
>
> FQuat::Identity change this parameter it rotating collision shape.

> **[Animation Montage](https://docs.unrealengine.com/5.0/en-US/animation-montage-in-unreal-engine/)**
>
> Animation Montages are a flexible tool that enables you to combine and selectively play animations that are contained in a single asset.

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> 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 — ue4community.wiki! You will be able to find content from the official...

[https://docs.unrealengine.com/latest/INT/Engine/Physics/Vehicles/VehicleUserGuide/](https://docs.unrealengine.com/latest/INT/Engine/Physics/Vehicles/VehicleUserGuide/)  
[https://answers.unrealengine.com/questions/38960/blueprintimplementableevent-in-level-blueprint.html](https://answers.unrealengine.com/questions/38960/blueprintimplementableevent-in-level-blueprint.html)

> **[How do I make a Loading Screen?](https://forums.unrealengine.com/questions/38017/how-can-i-make-a-loading-screen.html)**
>
> Hi I’ve 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 doesn’t 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://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://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://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://www.unrealengine.com/blog/blueprint-networking-tutorials)  
[https://forums.unrealengine.com/showthread.php?2004-Blackboard-Documentation](https://forums.unrealengine.com/showthread.php?2004-Blackboard-Documentation)

> **[Asynchronous Asset Loading](https://docs.unrealengine.com/5.0/en-US/asynchronous-asset-loading/)**
>
> Methods for loading and unloading assets during runtime.

[https://docs.unrealengine.com/latest/INT/API/index.html](https://docs.unrealengine.com/latest/INT/API/index.html)

[https://wiki.unrealengine.com/Interfaces\_in\_C%2B%2B](https://wiki.unrealengine.com/Interfaces_in_C%2B%2B)  
[https://wiki.unrealengine.com/Slate,\_Hello](https://wiki.unrealengine.com/Slate,_Hello)  
[https://docs.unrealengine.com/latest/INT/Programming/Animation/AnimNodes/index.html](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/Animation/NodeReference/SkeletalControls/index.html)  
[https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/LayeredMaterials/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(); "
```

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