Getting into C++ with Unreal Engine - Part1

NOTE: A couple of things were pointed out by Ari Arnbjörnsson, and while not strictly for ’beginners’ they are important considerations: at 14:46 I put a note on screen which basically implies you can use a TSharedPtr *instead* of UPROPERTY to keep an object from garbage collection, which is not really what I intended to say (although it says exactly that!), and is plainly WRONG ;-) The second point is related to memory management, object lifetimes, and garbage collection, and relates to changes since UE5.0. I have pinned Ari’s comment, please check it out if you want to know more. And hopefully I will talk more about these things in a future video. This video is the first part in a short series aimed at giving people who want to use C with the Unreal Engine a helping hand. In this part, I go over installing the software you will need, setting up your development machine to allow you to work with C in unreal, and then I discuss the most common classes and features you may encounter while working on your projects. I cover some basic things about how C projects work, to help people from a Blueprint background. And I talk about some of the pitfalls that people who already have C experience might encounter, so that you can avoid them. Links Chat about gamedev on Discord: Unreal, hardware and software specs: Install Epic Launcher: Download Visual Studio: Download Rider (30 day trial): Epic – Setting up Visual Studio: Unreal Build Configs: Unreal Coding Standards: Unreal Collection Classes: Chapters 00:00 - Start 01:01 - Hardware Specs 01:45 - Epic Launcher 02:55 - IDE 04:35 - Rider 05:14 - Shill for the win! 05:45 - Project Structure 07:17 - If you already know C 09:56 - C Standard Libraries 12:53 - C Macros 15:49 - Assets 17:58 - Split C /BP Classes 21:01 - Code Modules 22:30 - Plugins 24:24 - Unreal Classes 26:10 - Common Unreal Classes 27:49 - GameMode 29:36 - GameMode Default Classes 34:23 - Summary
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