Edit: Changed to CONTRACT to match Template Recommendation
Edit2: Examples were being chopped in this posting. Moved to post #2 and fixed the formatting
Note: I have had a couple of conversations in Skype and Discord on this…so I decided to post help here to make it clear on what the Concept and Need is so I don’t have to keep retyping this.
Issue:
UE4 (Unity and others) does not have specific ‘Framework’ needs in the engine. UE4 does give ‘more’ but it is far from complete. It is also NOT the responsibility of Epic/UE4 to provide these ‘Game Play Functions’ since there are many game deigns.
I have converted a lot of these Bioware Functions to C# in Unity but trying to bring them to UE4 is…let us say…just different. It is not only the Syntax but also How Unity does things which also need to be converted to how Epic does things…which is why I am writing this and seeking help.
I have also heavily tried doing this via UE4 BPs (Visual Scripting) and although it is very solid…it is not up to the task of doing very open ended dynamic things. It seems to be more specific orientated…which is great…but doing the C++ portion simply needs to be done.
Concept:
Build a Code Function Library in C++ (Framework Overlay) that does not modify the engine source. The code simply ‘uses’ the engine to accomplish the tasks it (Framework) needs to accomplish game related tasks. This Framework also makes it possible (later) for Modder Access via scripting (LUA as example).
The other side of this that is very powerful is that the Framework Functions once made are good to go forever. If/When Epic refactors UE4 (happens a lot) any of the internal to the Function Wrapper can be adapted/auto-migrated/modified without affecting all the code that is using the function(s). Compile and go…done. This makes extremely bug free frameworks and when there is a bug it is really easy to track down and change.
How to Implement:
I have a lot (a lot…a lot) of code in NWScript (which is C-Like) and some it this converts nicely to both C++ and C#. The issues are directly involved in things that send commands/actions/functions to the engine and the engine simply takes care of this then returns the information needed. This NWScript Code is battle tested and works 100% and is really fast. It also works incredibly well in Unity C#. So it is a time tested framework that I need built in UE4 C++. UE4 C++ is really hard to me…I just don’t know how to do and find Engine things that I need to get done. So…pay someone who knows how. =)
It is not making Functions and passing parameters is hard…not at all…super easy…it is specifically adapting/converting UE4 Specifics within Functions that I can then ‘Use’ from other Functions (See examples below).
Some engine conversions will be a fairly straight forward ‘Implementation to UE4’ and others will be basically figuring out ‘How Epic Does This?’ in the UE4 and wrap that up into the Framework Function.
Please see examples below for Conversion/Adaptation information.
UE4.21+ C++ Coder’s Task:
Adapt/Convert very heavily used/needed functions into UE4’s C++ Language. Basically making these Functions work within the UE4.21+
Please PM me and we can discuss further if interested. I am available in Skype, Email, and now Discord. I pay by PayPal only.
Please read and understand the Examples below prior to contacting me.
Cheers
Olander