Guys, please, please, please do more of these types of things. This is the toughest bridge to cross for most competent blueprinters like myself. Without this video, it might take me 5 hours to answer a single question in c++, and this video answers at least twenty of them in a neat little, easily digestible package. Resources like this are too scarce at the moment. I'd literally PAY for a 20hr course of content like this.
@@mediochrea This is just a guess, but i think it's because hot reload is not perfect. I have encounter many issue where, after a hot reload, I had unexplicable problem that were fix uppon restarting the engine.
@@LightCanadian I've also been told the Live Coding also causes issues like corrupt files. In UE 5.1 I had the same C++ Derived Blueprint become corrupt 4x in 2 days and 2 other files also became corrupt over the same span of time.
I admire and respect people like you who enjoy teaching others. Your voice is like ASMR and your method in teaching is so clear and smooth. Really, I can't thank you enough 🙏
Great vid I've done almost my entire project in blueprints, but to get to ship you really need to be open to expanding your C++ understanding at all times, learn to use VS, etc.
Thanks for the tutorial, it looks really good! Maybe I missed it - but does anyone know what project this tutorial is based on? Looks like a modified version of the old "blueprints" demo..
to optimize frametime i reccomend you to spread load of project between all PC components. To describe it devide area of wisible\hideing area whith autoload on the fly. Secondly use areas of distance to player ,to spread the load between PC components. Also it will be good to create !physcycly-based destuction model. And use only Diffuse map in UE whith integrated: light eteractions and physcycly-based Material edition tools in engine itself ! Thank you, and Merry Christmas!
Yeah as Joshua said: More of this please. I have been reworking YT BP tutorials for a while and generally it's pretty straight forward, sometimes even easier and a much more pleasing result... but always, always run into a dead end because some trickery inside a node that is hard to reverse engineer or drop knee-deep into Slate to see the project crumble. So, please.. more of these videos
Please do custom shaders next (Compute Shaders in Particular), Types of shaders, performance benefits, best practices, etc. I couldn't find any good information online regarding this topic. Also the only thing that's missing in C++ which is kind of a big deal for me is Exception Handling, right now there's no way to add a try catch block in the code
@@Extrone apparently you can throw exceptions, but you can't handle them. I think it's a good thing not to be able to handle exceptions. It enhances performances of the game :)
Any tutorial on starting unreal is a great appreciation. I constantly want to come to UE from UNITY but cant understand a single thing (pawn, actor, component, component tree, ...) for 10 years!
Thanks for the tutorial, it looks really good, but I didn't understand anything. As an artist, CCP seem to complicated for my little head. Now let me go back to my blueprints Shenanigans.
Im also an artist, i despised C++ for months when being a blueprinter. I watched parts of this video months ago and did not understand anyhting. With more experience in BP i came back today to look up C++ stuff out of curiousity and fully watched this video. Now i understand like 80% which i understand 0% of before. So i guess if you get more experienced with BP this becomes to make sense.
Very useful tutorial. Very comfy and understandable voice too, though I'd prefer some de-esser to be applied next time. I also really like the asides that occur sometimes, such as the bit about the forward declaration, where I feel like someone pointed out something that happened that might not be obvious if you're unfamiliar with a language or IDE feature.
First time in my life as a native english and german speaker that i had to turn on subtitles on a video because i was not able to make out what he was saying. Its so horrible.
17:55 I'm not sure what you mean by that definition of Static functions 'Will Only Ever Be Able To Work On Input Parameters' seemed a bit vague too me...idk I'm a bit confused here.
18:20 What do you mean Actor Subclass References....I'm assuming that TSubclassOf only accepts actors that inherit from AActor? This confuses me even further....can't a child actor be treated as the parent anyway? Why would we need to specify that we only want subclasses of rather than just taking an AActor and then casting too the subclass as needed? This is what makes this stuff so difficult everyone is so vague it makes me sick. No one will take the time to properly explain simple stuff like this.
And no one that I work with understands why I have a Razer macro gaming keypad for SolidWorks & Excel! Now to build up the level of muscle memory that YOU have!!
Btw I've heard in another turorial to never use delay. If player disconnects from game and get garbage collected, delay still fires and it will still execute RestartPlayer with null pointer. It was recommended to use Timer instead. Is that true?
How debugSphere is managed in Unreal ? I mean, can I let it in the code when shipping my project for distribution ? Is there something like a prepocessor statement that doesn't let the program run this code at runtime in distribution packages ?
i simply created a c++ class, ended up not adding anything to it, and now cannot get back into my project in unreal engine as it screwed it up, saying the modules are missing for my project, and rebuilding does not work.
Does this only work with Visual Studio? Does this imply additional costs and/or license requirements when using CPP instead of doing it blueprint only?
Technically you can use any text / code editor. But of course most of them don't support context sensitivity, macro implementations and so on...which means you will be a lot more dependent on checking docs and source code. But check this out for a really good alternative: ua-cam.com/video/94FvzO1HVz/v-deo.html (Alex Forsyth Sublime)
@@thoemeThank you! Btw, you missed the last letter in the link. I found it anyway thanks to the name. So no problem, but for anyone else who's interestes, here's the correct link: ua-cam.com/video/94FvzO1HVzY/v-deo.html Will watch it later when I have more time.
@@PaulPaulPaulson Great that you found it anyway and sorry for that. But that's why I was adding the name too, in case anyone doesn't trust the link or it doesn't work ˆˆ
Please guys, I want to know how when he writes a command, it gives him several options, while I do not have any options, and I need to type the commands manually..Please who knows tell me about the method
If you talk FAST, NOT very clear... and at a jerky pace... I will only focus on WHAT you saying, understanding very little... and write silly comments like this...
11:49 - I'm sorry, what? I have listened to this part about 10 times now and I still can't figure out what he was saying. :P EDIT: Ahhhh okay I got it!! "... to expose that fell out of world event... "
I don't mean to suggest that this was a bad video, but I'd like to point out a few things: - You didn't mention JetBrain's Rider which is a dedicated IDE for UE4/5, not just a plugin. And because of its early access nature (though it's very much a polished product) is even currently free. - At 4:15, it's nice to give some details about the file hierarchy, but using a big, round & imprecise cursor isn't very helpful. It is only enough if your public knows enough already, which isn't the case for the target audience of this video.
Every time I try to follow something I immediately start lost and mad. What freaking project is this? This LOOKS like the blueprint basic project that EPIC offers but it isnt. So... wtf do I do? I dont have a 3rd person character to edit. Nope this doesnt work. I created a BP (Not C++) third person game from scratch. I added a second ThirdPerson Character. I created the C++ files. I made sure they were correct and compiled. I Reparented the ThirdPerson BP. Added the socket that wasnt really explained for the eyes, to the head. I can see the parent had been changed correctly in the BP Class Settings. I Use the apostrophe to enable AI controller for the other character. UE4 shows the character is controlled by AI. THERE IS NO VISUAL FEEDBACK when enabling Perception. The AI character does not move or do anything or show anything. I have a nave mesh built, which isnt explained. This tutorial is so close to being actually good but it isnt. You cant actually use it without some prior knowledge. Its so close it pisses me off because it doesnt actually work.
Guys, please, please, please do more of these types of things.
This is the toughest bridge to cross for most competent blueprinters like myself.
Without this video, it might take me 5 hours to answer a single question in c++, and this video answers at least twenty of them in a neat little, easily digestible package.
Resources like this are too scarce at the moment. I'd literally PAY for a 20hr course of content like this.
But now,.. you can ask ChatGPT
luckily for us now, gpt4 is very helpful.
Getting a good IDE will help too
I'm curious how'd you'd _not_ literally pay vs literally pay. Would that be like Monopoly money or something?
wow you would actually PAY for something?
Finally, a C++ tutorial for Blueprinters that does not encourage Hot Reload (and also promote Live Coding). This is good!
Anything specifically wrong with Hot Reload? I'm pretty clueless when it comes to C++, but trying to figure out the most painless way to get into it.
@@mediochrea This is just a guess, but i think it's because hot reload is not perfect. I have encounter many issue where, after a hot reload, I had unexplicable problem that were fix uppon restarting the engine.
@@LightCanadian I've also been told the Live Coding also causes issues like corrupt files. In UE 5.1 I had the same C++ Derived Blueprint become corrupt 4x in 2 days and 2 other files also became corrupt over the same span of time.
@@unrealdevopThe important part is that using msvc compiler saves the code forever,and will always be open
I admire and respect people like you who enjoy teaching others. Your voice is like ASMR and your method in teaching is so clear and smooth. Really, I can't thank you enough 🙏
Finally a c++ tutorial. We want more. Nice one.
This is pretty much exactly what I was looking for, the comparison between blueprints and C++ is really helpful.
Just wish there was more.
Great vid I've done almost my entire project in blueprints, but to get to ship you really need to be open to expanding your C++ understanding at all times, learn to use VS, etc.
love it! hope to have more tutorials like this were the comparison of BP and c++ specially casting and advance progamming, thanks Epic
Exactly! That's what we all need, and i hope unreal keep posting tons of tutoring video like this and many others : )
the part where you find the target Library in blueprint was GENIUS! always my first frustrating problem when going C++.
i would literally pay for more of this content
Awesome work! Thanks for showcasing and explaining with such meticulous detail! ⛄
ikr
Thaaaank you ssooooo much , finally some C++ tutorials , we need more of this plz , we want to learn C++ so give us more tutorials like this .
This is awesome, only thing is the circles showing where to look could be more precise. Sometimes it wasn't very clear where to look exactly.
Thanks for the tutorial, it looks really good!
Maybe I missed it - but does anyone know what project this tutorial is based on? Looks like a modified version of the old "blueprints" demo..
Thank you for this overview. Learned new things in this few minutes. 😄
Exactly what I was looking for thank you.
ye
That was an amazing video and I feel like I can actually get started using soft soft. Thank you so much!
astounding content Unreal Engine. I shattered that thumbs up on your video. Keep up the exceptional work.
Great video! Thank you for showing me something other than how to make a callable hello world node like 99 percent of blogs and tutorials!!!!
to optimize frametime i reccomend you to spread load of project between all PC components.
To describe it devide area of wisible\hideing area whith autoload on the fly.
Secondly use areas of distance to player ,to spread the load between PC components.
Also it will be good to create !physcycly-based destuction model.
And use only Diffuse map in UE whith integrated: light eteractions and physcycly-based Material edition tools in engine itself !
Thank you, and Merry Christmas!
Yeah as Joshua said: More of this please. I have been reworking YT BP tutorials for a while and generally it's pretty straight forward, sometimes even easier and a much more pleasing result... but always, always run into a dead end because some trickery inside a node that is hard to reverse engineer or drop knee-deep into Slate to see the project crumble.
So, please.. more of these videos
Please do custom shaders next (Compute Shaders in Particular), Types of shaders, performance benefits, best practices, etc. I couldn't find any good information online regarding this topic. Also the only thing that's missing in C++ which is kind of a big deal for me is Exception Handling, right now there's no way to add a try catch block in the code
exception handling is possible according to 9:11 ?
@@Extrone apparently you can throw exceptions, but you can't handle them.
I think it's a good thing not to be able to handle exceptions. It enhances performances of the game :)
Amazing, thank you. Please provide more examples to learn from, as ever situation has its tips and quirks.
TNice tutorials was really helpful for soone coming from Ableton Live and having used Fruity Loops waaaay back in the past
This is awesome, keep making these C++ videos!
Thank you so much. I just upgraded from Making Waves, so the concepts are familiar, but tNice tutorials is a whole new world! Look forward to
Great tutorial, links and program worked fine for me. Thanks for sharing.
Any tutorial on starting unreal is a great appreciation. I constantly want to come to UE from UNITY but cant understand a single thing (pawn, actor, component, component tree, ...) for 10 years!
Love you guys! Finally C++ from UE!
Sorry but where is this project?!
Hi ! Can you tell me where to get that project, please ?
yeah I wonder where is this project
Tried to follow but not sure what the source project is for this. Anyone know?
I just saw the story of Tikesh Vaishnav sir he is promoting independent game developer and 3d artist so you also participate.
OMG Thank you ! Exactly what I've been looking/waiting for !
I love it when your tutorial is direct to your students and I hate it when your tutorial involes multiple people in livestream only talking to each.
Hey man, very clean, interesting and professional. Good sNice tutorialt.
Thanks for the tutorial, it looks really good, but I didn't understand anything.
As an artist, CCP seem to complicated for my little head.
Now let me go back to my blueprints Shenanigans.
Im also an artist, i despised C++ for months when being a blueprinter. I watched parts of this video months ago and did not understand anyhting. With more experience in BP i came back today to look up C++ stuff out of curiousity and fully watched this video. Now i understand like 80% which i understand 0% of before. So i guess if you get more experienced with BP this becomes to make sense.
Very useful tutorial. Very comfy and understandable voice too, though I'd prefer some de-esser to be applied next time.
I also really like the asides that occur sometimes, such as the bit about the forward declaration, where I feel like someone pointed out something that happened that might not be obvious if you're unfamiliar with a language or IDE feature.
Has anyone figured what project template this is based on?
third person with C++
I started learning blueprints and c++ at same time and had a harder time getting my head around blueprints.
concepts finally line up in my brain and...well, who knows? Maybe I'll be able to make sotNice tutorialng now.
Thank you so much for making this! Really helped me
i havnt used it yet. but the bigest issue i a having is getting c++ classes to compile in the engine so i hope this works.
Could you add subtitles, please (not auto-generated)? Sorry but it's a little hard to catch up with him while listening to his voice for me..
Same here. His voice is so supple, it gets lost.
First time in my life as a native english and german speaker that i had to turn on subtitles on a video because i was not able to make out what he was saying. Its so horrible.
Thanks for the guidance was looking for it
where can I find that example code?
where do you download this project? name?
17:55 I'm not sure what you mean by that definition of Static functions 'Will Only Ever Be Able To Work On Input Parameters' seemed a bit vague too me...idk I'm a bit confused here.
18:20 What do you mean Actor Subclass References....I'm assuming that TSubclassOf only accepts actors that inherit from AActor? This confuses me even further....can't a child actor be treated as the parent anyway? Why would we need to specify that we only want subclasses of rather than just taking an AActor and then casting too the subclass as needed? This is what makes this stuff so difficult everyone is so vague it makes me sick. No one will take the time to properly explain simple stuff like this.
thank you, this is cool, I don't understand anything but I hope our coder does
-inkbeta commented this
I found out why soft softs so different compared to Ableton. It is because there is a default limiter on the master that i didn't know about.
Between sequencer and blueprint which would be the less challenging of the two to learn.
I started making soft recently, I was wondering if you wanna do any features.
Great content, but I had to jack the sound right up to hear you.
How co when you clicked in your gms soft the notes were so short and when I play mine they roll over each other?
And no one that I work with understands why I have a Razer macro gaming keypad for SolidWorks & Excel! Now to build up the level of muscle memory that YOU have!!
Btw I've heard in another turorial to never use delay. If player disconnects from game and get garbage collected, delay still fires and it will still execute RestartPlayer with null pointer. It was recommended to use Timer instead. Is that true?
How debugSphere is managed in Unreal ?
I mean, can I let it in the code when shipping my project for distribution ? Is there something like a prepocessor statement that doesn't let the program run this code at runtime in distribution packages ?
nice tuto Saved , tNice tutorials should be a lot Nice tutorialgher. Thank you.
why may UPROPERTY not working? EditAnywhere/VisisbleAnywhere doesn't have any effect, properties still unaccessible in the blueprint
i simply created a c++ class, ended up not adding anything to it, and now cannot get back into my project in unreal engine as it screwed it up, saying the modules are missing for my project, and rebuilding does not work.
Question will metahuman have some more new desing clothes like suit skirt or coat
"could not be compiled try rebuilding from source manually" any help please
how did you do that ?
Does this only work with Visual Studio? Does this imply additional costs and/or license requirements when using CPP instead of doing it blueprint only?
Technically you can use any text / code editor. But of course most of them don't support context sensitivity, macro implementations and so on...which means you will be a lot more dependent on checking docs and source code. But check this out for a really good alternative: ua-cam.com/video/94FvzO1HVz/v-deo.html (Alex Forsyth Sublime)
@@thoemeThank you!
Btw, you missed the last letter in the link. I found it anyway thanks to the name. So no problem, but for anyone else who's interestes, here's the correct link: ua-cam.com/video/94FvzO1HVzY/v-deo.html
Will watch it later when I have more time.
@@PaulPaulPaulson Great that you found it anyway and sorry for that. But that's why I was adding the name too, in case anyone doesn't trust the link or it doesn't work ˆˆ
thanks it was really usefull
Unreal ASMR
great stuff guys!
Please please please, fire this in as a Pull Request! This should be in the engine by default. [Perception AI]
Make a feature to convert blueprint to c++
Please guys, I want to know how when he writes a command, it gives him several options, while I do not have any options, and I need to type the commands manually..Please who knows tell me about the method
Anyone know what version of soft soft he's using? Like do I have to buy the $200 version for the stuff in the video or is the $100 dollar
all free. are you new here?
Is nobody else wondering about the speakers voice(s)? 🤨
sound is low
I'm brazilian, my english is not good at all, but I understood
can i link a c++ script in to a blueprint?
If you talk FAST, NOT very clear... and at a jerky pace...
I will only focus on WHAT you saying, understanding very little...
and write silly comments like this...
ASMR tutorial neat
Can I please just learn how to use C++ in unreal??
More Please
11:49 - I'm sorry, what? I have listened to this part about 10 times now and I still can't figure out what he was saying. :P
EDIT: Ahhhh okay I got it!! "... to expose that fell out of world event... "
why on 19:04 is used NULL macro instead of nullptr?
Wondering too
geeez … verge to the rescue … when?
Why is this Unlisted?
Equaius it’s my first ti using any software tho
Amazing content but this mumbling voice just kills everything! Too hard to get a word!
bro has never heard of captions
Great - merci.
Heck yeah!
Ya'll sent messages to EA and tell them how to build a game engine?
What do you mean ?
When I fill in steps of GMS the in channel rack instead of giving a soft like 'brrrrrrrrrrrrrrrrr' instead of 'br br br br'
Oof, your voice in this one could really benefit off of a de-esser
Scarface with unreal 5 please
I don't mean to suggest that this was a bad video, but I'd like to point out a few things:
- You didn't mention JetBrain's Rider which is a dedicated IDE for UE4/5, not just a plugin. And because of its early access nature (though it's very much a polished product) is even currently free.
- At 4:15, it's nice to give some details about the file hierarchy, but using a big, round & imprecise cursor isn't very helpful. It is only enough if your public knows enough already, which isn't the case for the target audience of this video.
Мозг мой закипел но я стараюсь
thx for soft mate
Every time I try to follow something I immediately start lost and mad. What freaking project is this? This LOOKS like the blueprint basic project that EPIC offers but it isnt. So... wtf do I do? I dont have a 3rd person character to edit.
Nope this doesnt work. I created a BP (Not C++) third person game from scratch. I added a second ThirdPerson Character. I created the C++ files. I made sure they were correct and compiled. I Reparented the ThirdPerson BP. Added the socket that wasnt really explained for the eyes, to the head. I can see the parent had been changed correctly in the BP Class Settings. I Use the apostrophe to enable AI controller for the other character. UE4 shows the character is controlled by AI. THERE IS NO VISUAL FEEDBACK when enabling Perception. The AI character does not move or do anything or show anything. I have a nave mesh built, which isnt explained.
This tutorial is so close to being actually good but it isnt. You cant actually use it without some prior knowledge. Its so close it pisses me off because it doesnt actually work.
So gooooood crack
Whats the difference between unity and unreal engone 4 ?
Do you have any plan to support typescript?
OMG its "to Dream"
@@milea4459 ......................... what?
Is this narrated by ua-cam.com/users/JarrodsTech? That voice sounds really similar.
Tutorial*