My brother, please don't stop making these. I am a NodeJs and Java programmer and wanted to get into game development. Unreal and C++ are never taught together in a way that you do. I started many times but gave up every time. I never comment on anything but this series has given me the tools and confidence to go further than ever before. Thanks a lot!
Great vid, again your timing coincides with the moment when I was exploring the concept of Modules :P "FUnreal" plugin for Visual Studio adds the much needed Module/Plugin creation functionality (as well as adding all of the Unreal classes to the "Add File" menu). Also, you forgot to include the link about the whole Linker/Linking process to the video description (22:45)
I have added links to the 'FUnreal' addin for VS to the video description. Also a couple links to the C++ compilation/linking process. The omission was actually intentional - I was actually wondering if anyone bothered to even check out links in video descriptions... it seems, they do! 😄
Man, your videos are GOLD, thanks for helping me getting into Cpp with it, this look like something to integrate by default to the C++ engine to me, I'm really suprised they didn't :o
These are amazing. Such high quality. This was exactly what I was looking for. Even for me who have worked with C++ and Unreal before and know most of these things but these are an EXCELLENT refresher after 2 years of other work. Great as reference aswell.
Unreal has some really good features in it... I'll just be damned if it doesn't feel like Epic are kinda hiding them some times. ...Its like an easter-egg hunt! lol
nice series, thank you very much. In tutorial 5 tho i cant fix the controls for crouch, run and spiblast. I first wrote everything of the youtube screen but when it didnt work i copied all files from github and it still doesnt work. Do you know why or does someone has the same issue?
Anyone knows where should i be looking for/how to start: I'd like the player to be able to create custom assets from within the game. What are the keywords, starting points for such a goal?
Hey i have been on ue5 for a year and I've learnt alot about blueprints and now I'm thinking about taking a game development course now. Is there any need to learn c++ and if yes, then getting a job in the game development industry requires a degree? As there are so many articles saying getting a degree isn't required only your skills matter.
Obviously different companies or studios will have their own requirements, but most places care more about the skills rather than specific qualifications, as long as you can demonstrate your understanding/ability. Having said that, there are certain common gaps in the understanding of many self taught programmers, which a decent interviewer will ask you about/ test you on.
@@ggamedev how long this series gonna be, just asking😅, and is there any need to take online course like from udemy after this series as I wanna to be a good game developer for a job ... And last question, is there any need to learn 3d modelling software for jobs or they require only a good ue5 developer
@@Mohd.Amaan-tn5ul As far as how long the series is gonna be... that depends. I try to write chapters for it that I think will be helpful to people starting out with c++/unreal, and sometimes subjects come from feedback I get from people, so you never really know. As far as game dev job skills... again, its totally dependant on a number of things; It obviously depends on what the hiring studio want/need, the projects they have, the team members they already have in place, etc. A smaller outfit (or indie startup), especially those who are less... 'cash rich' will be more positive towards someone who can fulfil several roles. Larger more established studios with a well defined work process might even 'dislike' generalists who claim experience in several skill areas, as there are occasions where it can cause friction with other team members who are dedicated to specific tasks (No artist likes a member of the dev team telling the artists how best to do their jobs, and likewise, no programmer wants to be told their code can be improved by someone who was hired to draw concept art - even if the person in both of these examples was right.) Having said that, the more you know, the better it is for you personally; you just have to be careful not to 'rub people up the wrong way'. You will also find that for professional industry jobs, past experience is often the driving factor in terms of hiring someone. For example, if you are a freelancer or development consultant, you will be judged on who you have worked for, and what projects you have worked on previously. Many people wanting to break into this (and other) industries, find this incredibly soul destroying, as it can feel like no one is prepared to give them a chance to get the experience which they need to then get a job. This is always a tough one. I can offer the following advice though: Do not apply for a single job and pin all your hopes and dreams on it. Statistically you WILL LIKELY be disappointed. Apply for as many positions as you feel you are capable - and do every interview offered to you, be it in person, or remotely via zoom/skype/whatever (More discord interviews please! 😄 ) You should produce demonstrations of your abilities which can be shown to prospective employers. Understand that different types of job will want you to demonstrate different skills. Programmer positions may well look fine with a game demo, or footage of some 'cool' mechanic you implemented; but you need to understand that ISN'T what people hiring developers really want to see. They want to know that: - You can understand the concepts they need you be familiar with - That you have the level of proficiency with the language(s) and tool-set they use, including understanding/experience of things like source control, etc. - That your ability with subjects like general maths, and algebra are at the level they require. - That you can communicate well, and will fit in with their team and the way they work. - And that (as a programmer), the code you write not only gets they job done, but is written in a manner that is clear to others, well documented, understandable, and maintainable. Code examples you show, will obviously not be in that specific company's 'coding standard', but it will help to show you can adhere to 'some' kind of standard, and where Unreal is concerned, Epic do openly publish their own, so... you might as well try to stick to that. If you are going to show examples of your work, be prepared to answer questions about them; - WHY did you choose to solve a particular problem in the way you did? - WHAT other approaches did you consider, and why did you ultimately reject them in favour of the chose one.? - WHAT did you learn from doing it? - HOW might you do it differently if you did this again? When you are in the position to apply for jobs, apply for as many as you feel you are a good fit for. Don't wait for the results of a single application or interview. get your portfolio, resume, show reel, whatever out there to as many people as possible. Ask for feedback, whenever you do get an interview, make sure that you ask for feedback, good or bad. Including if you did actually get the job. Try to be 'upbeat' about the whole thing, no one hiring people wants to deal with candidates who look like they are about to break down and cry, or come across as weird stalker types. 'Easy breezy' is the best attitude I can recommend - let them know you want the job, but its not the end of the world if you don't get it, in closing you can say things like 'Thank you for your time to see me about this position today, I realise you are busy, and you have other candidates to consider, but I would be really grateful if you could get back to me with any feedback about how i did, and any pointers I might use going forward' This 'short reply' has turned out way too long... and I still have a lot to say on the subject... so.... darn, looks like I'm gonna have to make a video about it. 😜
I'm sorry, but that is seriously wrong! 32:35 Allowing the bloody creative department to take those extra cookies, just gets me riled up!! 🤣 Won't someone please think of the dev types?!? :)
Thanks for your comment. I disagree with your disagreement 😄 Firstly, when you are doing inheritance, you inherit from *something*, in the editor it doesn't really matter if you are making a BP that inherits from a C++ class or from another BP... Why would it matter? All that matters is that you inherit from the thing that provides the 'base' of whatever it is you want to make. Having a word like 'Base' in the name *might* help there; at least it shows your intentions. But having something which tells you it is a BP makes no difference at all which I can think of. And in C++ you NEVER inherit from BP classes, because they don't exist yet as far as C++ is concerned; there will only ever be C++ inheritance in a C++ codebase. I mean, if you can tell me a really useful case, where it is *essential* to use these naming conventions, I am happy to be proved wrong, and I will go and make future videos where I tell everyone about it, so that they know WHY you do it. But I never like when people tell me to do something and they don't give a good reason for why I should do it. I know from experience that I can name things however I like and they will still work. (It might be confusing to some people, fair enough, but just as confusing are certain English naming schemes to Chinese developers, or Greek developers, etc.) And as far as ANY asset in the editor, Unreal knows EXACTLY what it is, without any weird naming scheme, just float over anything and youll see a tool top telling you exactly what it is, and in the editor, you can see which class any BP derives from, and if it was another BP, you can click to open it, and if it was C++, you can still click to go to the C++ class in your IDE. 'Because I say so', or 'it looks neater' are *opinions*, not reasons. 😉 Obviously, people should use whatever naming scheme that they prefer, and in the videos I often make a joke about these things; not to say having a well ordered naming scheme is not useful (in SOME cases), but more to point out that you don't need to be totally crazy and obsessive about it. When i see (some very well respected Unreal developers) *insisting* that the name of a widget blueprint needs to have 'W_' because its a widget, then 'BP_' because its a blueprint, and then often a whole other bunch of crap which they make out is important...it just isn't true. You project will still work, even if you have a really terrible naming scheme. And if you are a solo dev, or a hobbyist who does not need to share their code with anyone else, that's all perfectly fine. Orderly, logical practices are great. And done properly they can be very helpful. As always, do what works for you 👍
My brother, please don't stop making these.
I am a NodeJs and Java programmer and wanted to get into game development.
Unreal and C++ are never taught together in a way that you do.
I started many times but gave up every time.
I never comment on anything but this series has given me the tools and confidence to go further than ever before.
Thanks a lot!
Thanks. Glad to see this series isn't dead.
Just want to thank you for this playlist. Very helpful for me as an unreal newbie!
The best explanation on UE modules & plugins I have seen! Thank you and cheers!
Great vid, again your timing coincides with the moment when I was exploring the concept of Modules :P
"FUnreal" plugin for Visual Studio adds the much needed Module/Plugin creation functionality (as well as adding all of the Unreal classes to the "Add File" menu).
Also, you forgot to include the link about the whole Linker/Linking process to the video description (22:45)
I have added links to the 'FUnreal' addin for VS to the video description.
Also a couple links to the C++ compilation/linking process.
The omission was actually intentional - I was actually wondering if anyone bothered to even check out links in video descriptions... it seems, they do! 😄
@@ggamedev Hehe, thanks! Yeah, I am being vigilant 👀
The best series is back let's gooooo thank you for keeping with this series!!
This playlist is out of this world, Thanks.
Great to see that you are still uploading. You are what made me start to do C++ in unreal, keep it up brother!
These videos are great! Very good work! Thanks!
Thanks SO MUCH for explaining such an important topic in a way that we can actually understand! 👏👏👏
Man, your videos are GOLD, thanks for helping me getting into Cpp with it, this look like something to integrate by default to the C++ engine to me, I'm really suprised they didn't :o
The best tutorial on the youtube, hope you wil continue this course
These are amazing. Such high quality. This was exactly what I was looking for. Even for me who have worked with C++ and Unreal before and know most of these things but these are an EXCELLENT refresher after 2 years of other work. Great as reference aswell.
Thank you for taking the time to drop that comment. It is always great to know that something I did was useful to people :-)
Great series, thank you for the high quality videos and the effort put into them!
I was eagerly awaiting for this!!! Thank you!!
Only compiling the module that was changed is a huge win
You can do the same thing in Unity Game Engine
Unreal has some really good features in it... I'll just be damned if it doesn't feel like Epic are kinda hiding them some times.
...Its like an easter-egg hunt! lol
Thank you! Please keep them coming.
Lets go!
As a Java developer, I can say that this is easier than I thought
nice series, thank you very much. In tutorial 5 tho i cant fix the controls for crouch, run and spiblast. I first wrote everything of the youtube screen but when it didnt work i copied all files from github and it still doesnt work. Do you know why or does someone has the same issue?
was waiting for it
Anyone knows where should i be looking for/how to start:
I'd like the player to be able to create custom assets from within the game.
What are the keywords, starting points for such a goal?
This topic is probably too much for YT comments, join our discord and we can chat about it.
He didn't put a link in the video description about how linkers and .dll's work :(
That was on purpose to see if when I include links anyone actually uses them.
You my friend get a virtual cookie for paying attention! :-)
Hey i have been on ue5 for a year and I've learnt alot about blueprints and now I'm thinking about taking a game development course now. Is there any need to learn c++ and if yes, then getting a job in the game development industry requires a degree? As there are so many articles saying getting a degree isn't required only your skills matter.
Obviously different companies or studios will have their own requirements, but most places care more about the skills rather than specific qualifications, as long as you can demonstrate your understanding/ability.
Having said that, there are certain common gaps in the understanding of many self taught programmers, which a decent interviewer will ask you about/ test you on.
@@ggamedev how long this series gonna be, just asking😅, and is there any need to take online course like from udemy after this series as I wanna to be a good game developer for a job ... And last question, is there any need to learn 3d modelling software for jobs or they require only a good ue5 developer
@@Mohd.Amaan-tn5ul As far as how long the series is gonna be... that depends.
I try to write chapters for it that I think will be helpful to people starting out with c++/unreal, and sometimes subjects come from feedback I get from people, so you never really know.
As far as game dev job skills... again, its totally dependant on a number of things;
It obviously depends on what the hiring studio want/need, the projects they have, the team members they already have in place, etc.
A smaller outfit (or indie startup), especially those who are less... 'cash rich' will be more positive towards someone who can fulfil several roles.
Larger more established studios with a well defined work process might even 'dislike' generalists who claim experience in several skill areas, as there are occasions where it can cause friction with other team members who are dedicated to specific tasks
(No artist likes a member of the dev team telling the artists how best to do their jobs, and likewise, no programmer wants to be told their code can be improved by someone who was hired to draw concept art - even if the person in both of these examples was right.)
Having said that, the more you know, the better it is for you personally; you just have to be careful not to 'rub people up the wrong way'.
You will also find that for professional industry jobs, past experience is often the driving factor in terms of hiring someone.
For example, if you are a freelancer or development consultant, you will be judged on who you have worked for, and what projects you have worked on previously.
Many people wanting to break into this (and other) industries, find this incredibly soul destroying, as it can feel like no one is prepared to give them a chance to get the experience which they need to then get a job.
This is always a tough one. I can offer the following advice though:
Do not apply for a single job and pin all your hopes and dreams on it. Statistically you WILL LIKELY be disappointed.
Apply for as many positions as you feel you are capable - and do every interview offered to you, be it in person, or remotely via zoom/skype/whatever
(More discord interviews please! 😄 )
You should produce demonstrations of your abilities which can be shown to prospective employers.
Understand that different types of job will want you to demonstrate different skills.
Programmer positions may well look fine with a game demo, or footage of some 'cool' mechanic you implemented; but you need to understand that ISN'T what people hiring developers really want to see.
They want to know that:
- You can understand the concepts they need you be familiar with
- That you have the level of proficiency with the language(s) and tool-set they use, including understanding/experience of things like source control, etc.
- That your ability with subjects like general maths, and algebra are at the level they require.
- That you can communicate well, and will fit in with their team and the way they work.
- And that (as a programmer), the code you write not only gets they job done, but is written in a manner that is clear to others, well documented, understandable, and maintainable.
Code examples you show, will obviously not be in that specific company's 'coding standard', but it will help to show you can adhere to 'some' kind of standard, and where Unreal is concerned, Epic do openly publish their own, so... you might as well try to stick to that.
If you are going to show examples of your work, be prepared to answer questions about them;
- WHY did you choose to solve a particular problem in the way you did?
- WHAT other approaches did you consider, and why did you ultimately reject them in favour of the chose one.?
- WHAT did you learn from doing it?
- HOW might you do it differently if you did this again?
When you are in the position to apply for jobs, apply for as many as you feel you are a good fit for. Don't wait for the results of a single application or interview. get your portfolio, resume, show reel, whatever out there to as many people as possible.
Ask for feedback, whenever you do get an interview, make sure that you ask for feedback, good or bad. Including if you did actually get the job.
Try to be 'upbeat' about the whole thing, no one hiring people wants to deal with candidates who look like they are about to break down and cry, or come across as weird stalker types. 'Easy breezy' is the best attitude I can recommend - let them know you want the job, but its not the end of the world if you don't get it, in closing you can say things like 'Thank you for your time to see me about this position today, I realise you are busy, and you have other candidates to consider, but I would be really grateful if you could get back to me with any feedback about how i did, and any pointers I might use going forward'
This 'short reply' has turned out way too long... and I still have a lot to say on the subject...
so.... darn, looks like I'm gonna have to make a video about it.
😜
@@ggamedev thank u so much for ur advice..❤️❤️
@@ggamedev and also for your work to type this much ❤️❤️
I'm sorry, but that is seriously wrong!
32:35 Allowing the bloody creative department to take those extra cookies, just gets me riled up!! 🤣
Won't someone please think of the dev types?!? :)
and probably help with circular references.
But that's your own skill issue, I can't save you from yourself.
Thank you, good work
Not agreed with you about naming. When inheritance we need to know what parent class is BP or C++
Thanks for your comment.
I disagree with your disagreement 😄
Firstly, when you are doing inheritance, you inherit from *something*, in the editor it doesn't really matter if you are making a BP that inherits from a C++ class or from another BP...
Why would it matter? All that matters is that you inherit from the thing that provides the 'base' of whatever it is you want to make.
Having a word like 'Base' in the name *might* help there; at least it shows your intentions.
But having something which tells you it is a BP makes no difference at all which I can think of.
And in C++ you NEVER inherit from BP classes, because they don't exist yet as far as C++ is concerned; there will only ever be C++ inheritance in a C++ codebase.
I mean, if you can tell me a really useful case, where it is *essential* to use these naming conventions, I am happy to be proved wrong, and I will go and make future videos where I tell everyone about it, so that they know WHY you do it. But I never like when people tell me to do something and they don't give a good reason for why I should do it.
I know from experience that I can name things however I like and they will still work.
(It might be confusing to some people, fair enough, but just as confusing are certain English naming schemes to Chinese developers, or Greek developers, etc.)
And as far as ANY asset in the editor, Unreal knows EXACTLY what it is, without any weird naming scheme, just float over anything and youll see a tool top telling you exactly what it is, and in the editor, you can see which class any BP derives from, and if it was another BP, you can click to open it, and if it was C++, you can still click to go to the C++ class in your IDE.
'Because I say so', or 'it looks neater' are *opinions*, not reasons. 😉
Obviously, people should use whatever naming scheme that they prefer, and in the videos I often make a joke about these things; not to say having a well ordered naming scheme is not useful (in SOME cases), but more to point out that you don't need to be totally crazy and obsessive about it.
When i see (some very well respected Unreal developers) *insisting* that the name of a widget blueprint needs to have 'W_' because its a widget, then 'BP_' because its a blueprint, and then often a whole other bunch of crap which they make out is important...it just isn't true.
You project will still work, even if you have a really terrible naming scheme.
And if you are a solo dev, or a hobbyist who does not need to share their code with anyone else, that's all perfectly fine.
Orderly, logical practices are great. And done properly they can be very helpful.
As always, do what works for you 👍