Hallo,
as a beginner, in addition to getting confused by some VS compiler (see Fresh install of 5.5.4, new project, 42 compile errors - #12 by Scatter ), I have more beginner questions:
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The Editor has some elements to work with levels, like “new level”, or “open level”. But this functionality doesn’t reflect what I think I’ve read about UE levels: Can’t there be more than 1 active level at a time? Like, for example, some landscape scene witth an additional interior level? Wouldn’t the require an editor that allows to define a set of (instead of only one) active levels?
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I currently have the problem that my project has an “unnamed” level that gets loaded when the project is loaded. I can then switch to some level I was last working with, but I cannot find back that “unnamed” level to delete it. And where set the “main” level that the editor loads on startup?
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How does the sync between C++ code and Editor work? For example, in the tutorial
Unreal Engine CPP Quick Start | Unreal Engine 5.5 Documentation | Epic Developer Community
a C++ class is created, where the code loads some asset into one of Actor’s default components (the mesh). But this happens when the constructor code is run, so it requires correct compilation and runtime behaviour for the editor to display something useful. That’s fine, but I’m missing some more documentation about “transfering control over to your content to C++ code”, including a talk about what the engine does and expects.