Looking great ! and your so fast =)
Hi there ,
Documentation will be there today or in a couple of days , maybe next week or this is somewhere in the wiki , forum , Youtube?
thank
The docs will go up at the end of each section. So that is coming Friday for Section 1. They will be part of the regular documentation pages.
Ok , good , thank you .
Section 1 has just been announced! Details ****](Announcing Section #1 for Survival Game - Third-person Player Setup - Announcements - Epic Developer Community Forums)
Just starred this on GitHub. Already picked up a few things from looking over your code. Now I’m itching to go home and update part of my Simple FPS project I started last week lol
I’ve put up a project intro page on my site for the time being. Section 1 is now available too! So download the source and start digging!
This looks amazing. The movement is smooth and solid. Loving the progress/update videos.
not really sure what I am doing wrong as I am just starting with C++ in UE4 but if I load your project it always crashes when trying to open it in Visual Studio:
ERROR : Project “.\Workspace\Unreal\SurvivalGame\Intermediate\ProjectFiles\SurvivalGame.vcxproj” could not be found.
That’s my bad, the .sln should have been removed from the repo by now - somehow it’s still there. You need to right-click the .uproject file and click Generate Project files to generate all local files (eg. the missing .vcxproj file)
Edit: Was playing around a bit with the new Kite demo assets to see if I could use it for this project (it’s a bit hefty on size with 6.3GB)
Anyway, this happened:
http://www…com/wp-content/uploads/2015/04/strangeforestanimals01.gif
Just checked out the documentation for this on your Web Page.
Always some great stuff over there! ☆
Have a cold one!
Hey Everyone, chiming in. I’m gonna pick this tutorial up in my down time. Got other projects that need my attention but I should be able to follow along as modules get released.
Thanks a bunch , good to have people like you who will put effort into something like this.
Thank you so much, . This is what i have been looking for a long time. Wish you luck
Great! Can’t wait to see it!
Hello there,
Everything is cool , i wait section 3 this week .
It’s will be really cool , a camera shakes when character runs fast…
Great job & thank you
I’m quite enjoying this series, but it seems to be focused on doing quite trivial things that you could easily implement without C++.
At the moment it just looks like ‘I back ported these blueprints to C++, it’s kind of annoying I know, but hey look, it is actually possible! Hi-5!’.
As it is, the project heavily uses blueprints already.
How about some stuff that you can’t easily do in blueprint, that make it actually meaningful to use C++?
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Using plugins to create modular units you can drop into any project
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Unit testing your C++ using the automation tool
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Using 3rd party C++ libraries and creating UObject bindings for them to use ‘in game’ (eg. GitHub - tunnuz/cpplex: Multi-platform, self-contained and object-oriented implementation of the S to generate random levels).
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Procedurally generating meshes
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Using threads, tasks and events, not just timers.
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Using FHttpModule to commuicate with a json rest service for authentication / char
I mean… I’m enjoying reading this, but so far I’m looking at it going, ‘why wouldn’t you just use blueprints for this?’
Thanks for your input shadowmint!
I wouldn’t say it’s heavily using Blueprint at this moment. There is little to no logic nodes being used in Blueprint. It’s all for set up and assignment, which is a very natural way to deal with content. Doing it forcefully in C++ would only introduce bad practices.
All your topics are interesting to cover. The goal of this project is not to show what is not possible in Blueprint, but to demonstrate and explain gameplay concepts in C++. If you wish to use Blueprint, by all means go ahead - I’m just showcasing the C++ gameplay end of the engine.
I’ll pass along your list of topics to learning resources.
As you’ve just pointed out, the engine is designed around using blueprints; not necessarily blueprint scripts, but its inevitable that you will use blueprints at some level.
Don’t get me wrong; I write as little blueprint scripting as I possibly can, but not arbitrarily: I do it because its testable, it’s easier to collaborate with other coders, you can use external libraries, you can use existing code review tools, its faster; …but sometimes, either 1) the engine is too weird (AddDynamic say), or 2) you need to tweek the logic of something constantly and you end up using blue prints, because they’re a better choice for those specific cases.
I personally just think that the tutorial series would be slightly more meaningful if it covered ‘why am I using C++ for this part?’; maybe even add some blueprint scripts which use exposed C++ functions and then cover ‘why have I chosen to use blueprint for this part instead?’.
That feels like it would be more practical to the majority of people using a combination of C++ and blueprint scripts in their games, rather than just the arbitrary decision to only use C++.
That said, I mean, I get it. This is just a C++ showcase, and like I said, I’m enjoying the read~
Just passing on my 2 cents about what I, personally, would like to see.