Learn about ue4 from the periphery

Source: Internet
Author: User

My games are now available worldwide and have been recommended on the appstore homepage in 97 countries. Currently, the best payment rankings in the US and Canada are 36. Is this the best iOS game in China? Maybe, maybe.

The better news is that SCE has contacted us and we will embark on a fast ship to the PlayStation family.

  

We stopped being complacent and collected a large number of official ue4 ppt files, which can be interpreted from the outside.

 

1. An overview of unreal 4: a programmer's glimpse of ue4

Okay, you will be scared.

  • Unreal 4 is not as hot as your grandmother.
  • He has more than 5000 directory structures and more than 40000 documents. Come on, Master.
  • More, more, and more code
  • Hundreds of modules
  • Tons of tools, thousands of features
  • Man's century: man-month Mythical Man's year is no longer at the top

So where can I start learning such a giant thing?

  • Step by step from toe stem
  • You will never be able to access most of the code and content. Sounds good I like this very much. I have limited time, and there are still many games to play, books to read, and my sister will talk about it.
  • In fact, even Tim sweeny doesn't necessarily understand all aspects of ue4.
  • But you can see that ue4 is not difficult to learn.

 

2. Code Overview:

Root directory structure

  • /All the code content of the engine, and the engine configuration file
  • Myproject allows you to place projects. Unlike udk, it is better for you to use an engine for a project.
  • Templates, check if there is an fps c ++ template when creating an engine project. You can also create it. What's more amazing is that you can also sell it in marketplace. I saw a guy ready to sell his parkour system, using a blueprint

Project directory structure

  • /Binaries everyone knows what this thing is in udk, DLL
  • /Build the file for building the engine
  • /Config configuration file
  • /Content ue3 and udk
  • /Deriveddatacache looks very advanced, new things, cache data (only engine, your content and map data are not available)
  • /Intermediate (engine only)
  • /Ins plug-ins of the project file
  • /Saved automatically save, local configuration files, etc.
  • /Source programmer's home

Ini

  • Save all class attributes
  • It will be loaded to CDOs at startup. I don't know what CDOs is.
  • Organization directory structure
  • High-level coverage of the underlying layer: This udker understands it, like udkengine-> defaultengine
  • Organization Region
  • Key-value ing
  • Important stuff extended from the editor UI
  • Enter fconfig at the underlying layer and do not understand
  • Xxx. ini-> defaultxxx. ini-> basexxx. ini-> class Constructor

The directory structure is as follows:

Uobject customization Area

[/Script/modulename. classname]

Custom Region

[Sectionname]

Supported Data Types

Numeric, String, enumeration, structure, static and dynamic array

Automatic serialization of uobject Properties

 

An Advanced Game Engine allows a developer to take less engineering detours. Unless you are a master, you can consider all aspects of the architecture of things. For beginners, you often use this powerful tool to subconsciously build the right way of engineering. This is what we do!

What ue4 has done for us in these aspects is worth our gratitude: Reusable (blueprint is just like your broken block code dragging between different projects, unlike the previous kismet, which has to be pinned to the level), it can be expanded (with plug-ins, there is nothing to say), it can be maintained (always, ue4 is too modest ), decoupling (requires in-depth development before you can give you an example), efficient (will not argue)

The programmer looks at this:

  • Core provides basic core types and functions, math...
  • The uobject subsystem implemented by coreuobject, networking, Object
  • Engine game class and engine framework
  • All social network classes of onlinesubsystem, steam, gamecenter
  • Slate I haven't gone deep into umg yet. Anyway, you don't need to rely heavily on scleform, mobilemenuscene, or make a strong Hud. I am also fed up with ue3's non-functional operations.

More interesting for drilled programmers

  • PC (perfect), MAC (not running), Linux (not running)
  • Custom Editor
  • Game operation cycle
  • Message prompt, steam, gamecenter...
  • Network Interface, okay. You can try MMORPG.
  • You can change the settings, editor, and project file APIs. Do not use udk rules to slightly feel powerful: d
  • Core formation code of slate UI
  • Target Platform, C ++ with you
  • Umg dynamic UI:
    • I have seen some developers use this UI system to implement their own Flappy Bird ~

  

3. Except for games

Analysis Tool: mobile phone user information

Database Management: Fortunately, my project is not very big. Otherwise, it would be incredible to have no database to play AAA games.

Game live broadcast: Since shares of twitch and PS4 have arrived, pewdiepie has a great life. We can broadcast our own games.

Head Wear: the advanced thinking of hengjing junping has finally been realized in this era, oculus rift. Maybe our game will be great this day.

JSON: cloud transmission data should be able to perform well this time. Unlike ue3, only one object type data can be transmitted at a time.

Version Control: with API dedicated support for version control software, perforce

 

4. The game itself

  Of course, this is what we are most concerned about. Your game project can

① Use three methods for development: blueprint, C ++, or combine the two

② Contains all modules and plug-ins

③ Share with others, marketplace

  

Starterkit also provides you with multiple options. Do you want to develop FPS, horizontal layout, racing cars, and dual joystick shooting? You can choose the best option.

 

Finally, this article is more like the ue4 advertisement: d

 

Learn about ue4 from the periphery

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