UE4 Study Notes (iv): development experience

Source: Internet
Author: User

The official wiki has a FPS C + + Tutorial, which is a good way to understand all aspects of UE4 development.

It's just a record of what you've learned.


Gamemode/config/character from this can be seen in the UE series on the game's underlying features or a good frame, compared to unity will obviously feel that the difference between the two is to provide you with a lot of commonly used features, whether you use not to. If you want to use it well, you must first understand this frame structure one is nothing to you, you go to find/write yourself. Of course, this reduces the difficulty of getting started. C + + run-time compile load actually used to feel not done in place, because only limited to not change the properties and functions of the code modification once added properties/functions, Must restart Editor in addition, C + + compilation speed is slow, large projects, this feature estimated usability will greatly reduce C + + Reflection in the UE4 C + + class will add some macro keywords, similar to the practice of QT, compile-time through tool parsing generated some additional code Take a look at the generated code, which is obviously similar to UE3 's UnrealScript generation. Of course, both functions are almost used to feel or better than unrealscript, at least the efficiency of coding and debugging greatly improved the asset import content browser looks just a small window, in fact, the function is very powerful, the asset management is here every time after the import can be used, But if it's not saved (it's separate from the project's preservation), the next time you open it, it's going to go wrong. There is a strange path for each asset to be referenced in the code ... Fortunately, you can copy the path input response directly in the editor. As with UE3, the key message needs to do the action (command) mapping and then bind to the response function to do input processing on top of this perfect frame, which is simply too convenient the component structure differs from unity, UE is not all a flat combination of entity classes, but the provision of a lot of out-of-the-box entity derived classes and component classes the components of each entity is not a peer relationship, there is also a parent-child? For the time being, I haven't figured out the purpose of this design Blueprint this is actually a new generation of unrealscript! High-performance professional strong to C + +, simple logic and state switch to Blueprint Animation state machine with blueprint or contact very close, is equivalent to the animation with the game logic is very good to combine the debugging, do not know whether I use the problem or version of the problem, There are some nodes that cannot stop at a breakpoint and the logical flow does not show up very well

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