The title looks promising, but the description breaks the hype. I would love to see more C++ and Unreal Framework specific stuff, instead of focusing on exposing functions to Blueprints or the connection with Blueprints in general. I think all the keywords are already explained very well in the documentation and used in Tank game tutorial series. My dream for a full C++ project tutorial will probably never come true. I will still post my hopes even though I can already see they won’t get answered :3.
Actor Lifecycle: https://docs.unrealengine.com/latest/INT/Programming/UnrealArchitecture/Actors/ActorLifecycle/
I think you win the heart of the community if you find an example class that could override all functions when spawning and deferred spawning.
Pointer Protection: I see a lot of pointer checks on GetWorld(), GEngine, heck in my project I couldn’t even use GetViewportSize from the controller without using a Delay, because something in the background was not already loaded into the engine (and the UnrealMatch3 tutorial is also using this little ‘hack/ trick’). I know it’s literally impossible to explain how all the engine pieces bring me into my level, especially since PIE and actual game also differ + if the game should implement multiplayer things get even worse. However, a really rough explanation about the most common things that are executed before any BeginPlay() fires would clear some minds.
(*edited: I also see some confusion about smart pointers, so that one seems to be another talk you could add Pointer Protection)
(Something more specific about Pointer Protection in my project. I’m using ConstructorHelpers::FObjectFinder in my project a lot. I see people are using checks or even Succeed (which just gives a bool back) after this, but when does this even fail. It never failed on my project, but do I assume correct that if it fails, my game doesn’t crash, but instead just won’t load the asset and the worst case is (if used for a character mesh for example), my character mesh is not showing?)
I’m like 90% sure how other actors, components work if I look up their .h and .cpp files (talking about basics like Timers, Delegates etc.), but it’s the lack of knowledge about what happens behind the curtains that makes me working with Unreal super unsure and uncomfortable if I’m actually doing stuff right. I would love to work with the engine and not around it :3.