UE4 casual second first impression

Source: Internet
Author: User

Zookeeper

After opening UE4, I started to scan the UE4 editor. The whole interface is more modern than UE3:


Previous articles written by others showed that the most important changes of unreal 4 are concentrated in the following directions:

Cross-platform:
Both Windows and MAC platforms can be used, which means that you must use a solution that is acceptable to both platforms.


Interface:
As a result of the above principles, the WPF interface is cool, and MONO is not supported, so it can only be well received (by the way, Microsoft has done so many things based on NET, but it is always the best ). Therefore, this is an illusion that we have built an interface system ...... What's even worse is that this interface can be used in games ......


C ++:
I don't know because the performance of Unreal scripts on mobile platforms is poor, or it is a waste of money to maintain a set of scripts. In any case, UE4 starts, previously, the Unreal Script responsible for connecting tools and logic, content providers and solution providers gave way to the "formatted" C ++.
This change is not isolated. Correspondingly, the entire solution is more clearly divided into the core layer, plug-in, and logic layer. On the one hand, it also improves cross-platform capabilities.
At the same time, the most important thing around this feature is the hot update function? Because the logic-Layer Code is independent from the core layer, the logic-Layer Code Compiled by C ++ does not need to exit the editor, you can naturally compile and reload in the editor-the comrades who have participated in the actual project should understand what this means.
On the other hand, many domestic comrades often use this foreign engine to make these engines messy. Therefore, I personally feel that Unity has redefined the domestic engine usage-without the "benefits" of code engines in disguise-people no longer focus on technical details, but on Workflow, the latter is the true core and strength of foreign engines. I am now deeply immersed in a project that is full of land and pitfall due to the transformation of foreign excellent engines ...... But it will get better and better in the future. If domestic developers are now ready to mess up their engines, they will be despised by planning and art personnel. The characteristics of others are so awesome, no. What's the matter? Can you give me an explanation?


Blue Print:
In fact, it is the enhanced version of Kismet. UE3 can make a game with Kismet, And the upgraded version of Blue Print should only be strong.


UPK:
No, single resource file storage: the controversial UPK has finally left the stage of history. All resources are now scattered in various scenarios with. uassert extensions in the Content folder. This also means that the upgrade of the resource package and the greatest obstacle of the DLC are gone. Check that the Launcher itself is updated automatically. If you want to update it automatically, it should be supported by the engine itself?


I probably used it. I browsed some of its examples, and I felt pretty good.
If you want to start making your own game, you 'd better first look at Content Examples: introduce the basic features and usage of unreal 4. From the beginning to the end, the use of this engine is basically clear. In the future, this part of work should be mainly about art and planning. The program should be familiar with it, especially if you have not been familiar with illusory colleagues, this helps you quickly understand the entire illusory workflow.
Basically, except for some changes in the blueprint (enhanced version of KISMET in Unreal 3) and terrain, the other content does not change much relative to the UDK, so gamers in Unreal 3 should be able to get started quickly.
Other examples are mostly mobile game examples, but the examples are not complete. By the way, you can pay attention to Strategy Game. In the past, I argued with many people that the illusion can be used as an RTS. Although this example is not completely an RTS, but it can basically change the impression that "the illusion can only be used for FPS and TPS", right?


Create an example project by yourself and find a Third Person template. A template with BP is pure Blue Print without any code. The author created a version with code.

As the name suggests, Binaries will generate a DLL in Binaries, and then the editor will reload the DLL. The code for hot update hasn't been viewed yet, but it should be that this number has not been run.
Config is the same as that of UE3. project-level system settings are described in detail later. In general, if you want to change the settings, change the Config here.
Content is the Content of UE3. All the art and planning resources are here.
DerivedDataCache does not know what it is. Let's take a look at it later.
Intermediate is a temporary file generated, including engineering and Intermediate files.
The Saved includes some items that will be created and maintained during running: backup, log, and runtime Config, which is the same as the UE3 method: This Config does not need to be changed, the changed content should be under the root directory Config.
Source is the code.


The server Load balancer will automatically generate the Server Load balancer instance and open the Server Load balancer instance to start the process, just as Unity will automatically help you create a Mono Develop project.


As mentioned above, the Unreal Engine uses C ++ instead of C # and Java code. Some people always think that C ++ will make it more difficult to get started with the illusion. I personally feel better, because the C ++ you use has certain limitations, these C ++ classes need to consider the relationship with other parts of the engine, as well as the relationship with the editor, coupled with the illusion itself to implement garbage collection, therefore, the entire call will not be much more complicated than C #-of course, the special Syntax of what is going on with LINQ is enough.


The generated code includes:
ThirdPerson: module file, which seems to define this DLL module. it traces back something like a DLL Entry.
ThirdPersonCharacter: the object operated by the Controller in the third-person mode. At present, many statements are written to bind the input message.
ThridPersonGameMode: Game Mode is a concept brought by UE3. Some settings of the Third-person Game are defined here:

// Set default pawn class to our Blueprinted character
Static ConstructorHelpers: FObjectFinder <UClass> PlayerPawnBPClass (TEXT ("Class"/Game/Blueprints/MyCharacter. MyCharacter_C '"));
If (PlayerPawnBPClass. Object! = NULL)
{
DefaultPawnClass = PlayerPawnBPClass. Object;
}


Note that ThirdPersonCharacter is not directly registered. What is the use of ThirdPersonCharacter?
Don't worry. Let's take a look:
Class '/Game/Blueprints/MyCharacter. MyCharacter_C'
This means to load MyCharacter. MyCharacter_C from the Blueprints under Content/and recognize it as a Class.
We can find this BluePrint in the resource:

Open:

This BluePrint is derived from ThirdPersonCharacter ...... OMG


Therefore, binding the input message in the ThirdPersonCharacter code is useful: Because this MyCharacter is derived from this C ++ script.
However, on the one hand, MyCharacter can integrate the basic operation solution provided by the program, and on the other hand, it can design some special connection processes for it through BluePrint, which is the best of both worlds!
There are some things you don't want to do for planning, or you can't do it for planning. For example, at the bottom layer of AI, you just need to integrate the program. If you want to make a plan, you can Print your own Blue Print.
This is what I really mean. Orz

 

In the past, Kismet of UE3 could not be used together with objects, but if we were to operate in the editor, we would have to use Prefab. In itself, Prefab does not have any concepts related to code, similar to a large group where various objects are put together. Inherit from a class? Sorry, I don't have this concept.
Therefore, in UE3, you have to use Unreal Script to write a UC class, and then manually spell the spatial relationship of each component in the code ...... The Kismet interoperability code is added to perform Kismet interoperability.
Now Blue Print completely surpasses the concept of Prefab, which is equivalent to taking over the work of the original Unreal Script in a graphical way ...... It's no wonder that the Unreal Script has been completely abandoned.

Point

I started running and enjoyed it. I debugged It In The ThirdPersonCharacter method, which is basically no different from the guess.
The most awesome thing is that we have noticed the Move Right code in the code,
 

Compile and run again. If the editor is not closed, the right movement of the role will be destroyed and the role can only be rushed.
This process is a little dangerous. I will try again and remember to save the changes first.

 

I still want to continue working. It's time to get to work. Recently, my company has been busy working, so I have to put it behind me.
I am actually working on UE3 and UE4: planning to complete my own ideas through charts. This is not a new practice in an old company, but it is not very acceptable in China, especially in the Beijing circle. We hope that the emergence of UE4 will help you calm down and think about it. Do not always say "there is a reason to play games in China". I want to say that foreign games are better than others, and there is also a reason!

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