Seriously, where were you a couple years ago when I was trying to learn the engine? This is 10 minutes of pure gold. I agree, there's a lot of content on Actors, editor interface, etc. Even if I knew some of this, you explain it very well. It didn't even occur to me to open the generated file, and when you look at it, a lot of things start to make sense. Congrats on another great video!
Reuben I have subscribed your channel and I am one of your 2000+ BR course students on Udemy... I also knew, from the very first section of the course, that you were possibly one of the best instructors available because you are always straight to the point without saying so much extra like a lot of other instructors. I had to rate you as a five-star instructor for that reason. However, I would greatly appreciate it if you could reply to some of the unanswered questions on Udemy. I understand that it can be difficult to answer each question and I don't expect you to answer to all of them but having to pay for the course and not getting answers for commonly-asked questions is a little bit disappointing. Will you please help?
I like your teaching style and the content is great. If you produced more content (3x you started and stopped C++ tutorial series) I would contribute to your patreon easily.
Damn, NGL this is way better than epic games own introduction to the engine and cpp, which does not explain these crucial details. Thank you so much, this was the missing piece that made it click. Gonna check out your course out for sure. Thanks again!
Hey Reubs. I want to target for PCVR and Quest, so very different scalability, but I don't want to build everything twice. I'm looking for some pointers as to how to automate all the settings that would change from one target to the other. This video gives me a lot of ideas, but if you have any resources you could point me to I'd appreciate it. Seems to be hard to find.
Hey cool topic. Please what's the point of adding dependencies to the uproject/uplugin files ? The only case I have to do it is when a plugin need depencies to another plugin, if I don't add it there in addition to the build file, it throws me a warning. But on my main project I didn't add any plugin reference to the uproject file, and it works fine. Also what are the pro and cons of using plugins vs modules ? I think everyone should use plugins as soon as possible, because you always want most of your stuff to be standalone and reusable and the fact that they have got their own content folder is awesome. I never used multiple 'core' modules in a single project, I guess it's good for very large projects when you need to split your main code base (like combat / campaign stuff). But to this day, all the code I wrote went into plugins, I'm only using projects to wrap everything up and add some game-specific assets.
Great video.. very well explained. There is a lot to learn. The modules u mentioned with your cuatom c++ code.. will be built and published to all target consoles..ps4 windows mac etc (assuming the dll is not specific to any particular device/console)?
Hi, No video related question but why some times we put a uproperty() without any specifiers above variables(Iv seen this a lot with structs or for instance in your course i remember you put one above the replication key variable). It is one of the small things you kinda want to know after you spend some time with ue4 :)
Do I need to re/generate project files (from windows explorer) whenever I change build.cs ? Or does UBT runs when "build" project button is pressed inside VS ?
Hey. Do you by any chance know how to make a NON-CAPSULE shaped character in unreal, but not have to write thousands of lines of code for the movement system? When you create a character in UE, you can use the MovementComponent, written by epic, which handles absolutely everything and would be basically impossible for someone to recreate on their own. However you MUST use a capsule-shaped character with it. You could also create a pawn instead of a character and use that as the player, but then you can't use the movementComponent. That's how i understand it anyway. Any ideas?
Lacking a lot of answers. Public / Private dependency modules. What the Module & Build configurations are "actually" doing? Etc.. Difference between the Target & Build file how do they interact and what you can do with them. Like all one learned is the engine is using modules. Wish the tutorial went more into detail on these.
Thank you for informative video! I have a bunch of external cpp/h files that was made by someone else. I would like to add them to my existing game project to be able to use the functionalities from those cpp/h files. Do you have a video showing a tutorial on how to add such external cpp/h files to an existing game project in Unreal Engine?
Haha, I had the generated file epiphany last week. Was tryna track down all these macros to learn more, opened up a generated file, and entered the Unreal Header Tool rabbit hole. I feel almost dumb for ignoring what was right in front of me.
Hey, is your narrative tool still under development or have you decided to completely drop it? I always wanted to try it ever since I saw it, but it seems that it is no longer available
Question. How do you regenerate a generated.h file for the actor class once deleted? Better yet how do you attach the file back you the unreal project?
Awesome video. Would you mind making a video on how to improve compile times? What things could be removed, tweaking compiler settings... I tried to configure my CPU core/thread count, but I couldn't find where the file is supposed to be :/
Seriously, where were you a couple years ago when I was trying to learn the engine? This is 10 minutes of pure gold. I agree, there's a lot of content on Actors, editor interface, etc. Even if I knew some of this, you explain it very well. It didn't even occur to me to open the generated file, and when you look at it, a lot of things start to make sense. Congrats on another great video!
Reuben I have subscribed your channel and I am one of your 2000+ BR course students on Udemy... I also knew, from the very first section of the course, that you were possibly one of the best instructors available because you are always straight to the point without saying so much extra like a lot of other instructors. I had to rate you as a five-star instructor for that reason. However, I would greatly appreciate it if you could reply to some of the unanswered questions on Udemy. I understand that it can be difficult to answer each question and I don't expect you to answer to all of them but having to pay for the course and not getting answers for commonly-asked questions is a little bit disappointing. Will you please help?
I like your teaching style and the content is great. If you produced more content (3x you started and stopped C++ tutorial series) I would contribute to your patreon easily.
This guy is so informative and I love every video! How does he not have at least 100k subs yet?
Tutorial on how to include Third Party Library inside of Unreal is needed! For example boost/asio, libuv or RakNet. :D
Thanks, great video. I always like knowing how things works behind the scenes.
Damn, NGL this is way better than epic games own introduction to the engine and cpp, which does not explain these crucial details. Thank you so much, this was the missing piece that made it click. Gonna check out your course out for sure. Thanks again!
Hey man great video! Could you please make a series about the epic online services? I think it would be very benefitial to all of us. Thanks!
bro comeback its been 2 months since the last post we need you!!
Title = Build Tool Guide, actual content = rambling about modules and random files
Finally, learn by understanding and not just doing
hi, i have one question about your lections, can you help me?
Hey Reubs. I want to target for PCVR and Quest, so very different scalability, but I don't want to build everything twice. I'm looking for some pointers as to how to automate all the settings that would change from one target to the other. This video gives me a lot of ideas, but if you have any resources you could point me to I'd appreciate it. Seems to be hard to find.
Hey cool topic. Please what's the point of adding dependencies to the uproject/uplugin files ? The only case I have to do it is when a plugin need depencies to another plugin, if I don't add it there in addition to the build file, it throws me a warning. But on my main project I didn't add any plugin reference to the uproject file, and it works fine. Also what are the pro and cons of using plugins vs modules ? I think everyone should use plugins as soon as possible, because you always want most of your stuff to be standalone and reusable and the fact that they have got their own content folder is awesome. I never used multiple 'core' modules in a single project, I guess it's good for very large projects when you need to split your main code base (like combat / campaign stuff). But to this day, all the code I wrote went into plugins, I'm only using projects to wrap everything up and add some game-specific assets.
Really wish there was more info on a lot of this, seems very overlooked in the docs for some reason.
Great video.. very well explained. There is a lot to learn. The modules u mentioned with your cuatom c++ code.. will be built and published to all target consoles..ps4 windows mac etc (assuming the dll is not specific to any particular device/console)?
Hi,
No video related question but why some times we put a uproperty() without any specifiers above variables(Iv seen this a lot with structs or for instance in your course i remember you put one above the replication key variable). It is one of the small things you kinda want to know after you spend some time with ue4 :)
Do I need to re/generate project files (from windows explorer) whenever I change build.cs ? Or does UBT runs when "build" project button is pressed inside VS ?
All the server stuff really blows my mind and confuses the piss out of me, this added to that confusion. Good info tho
Hey. Do you by any chance know how to make a NON-CAPSULE shaped character in unreal, but not have to write thousands of lines of code for the movement system? When you create a character in UE, you can use the MovementComponent, written by epic, which handles absolutely everything and would be basically impossible for someone to recreate on their own. However you MUST use a capsule-shaped character with it. You could also create a pawn instead of a character and use that as the player, but then you can't use the movementComponent. That's how i understand it anyway. Any ideas?
Lacking a lot of answers.
Public / Private dependency modules.
What the Module & Build configurations are "actually" doing? Etc..
Difference between the Target & Build file how do they interact and what you can do with them. Like all one learned is the engine is using modules. Wish the tutorial went more into detail on these.
Your Survival Game Course is developed with pure c++ with a little bit of blueprints or both c++ and blueprints?
Thank you for informative video!
I have a bunch of external cpp/h files that was made by someone else. I would like to add them to my existing game project to be able to use the functionalities from those cpp/h files.
Do you have a video showing a tutorial on how to add such external cpp/h files to an existing game project in Unreal Engine?
Haha, I had the generated file epiphany last week. Was tryna track down all these macros to learn more, opened up a generated file, and entered the Unreal Header Tool rabbit hole. I feel almost dumb for ignoring what was right in front of me.
What, if I want to blacklist Windows from my plugin?
Hey, is your narrative tool still under development or have you decided to completely drop it? I always wanted to try it ever since I saw it, but it seems that it is no longer available
Can you make a tutorial on how to add an inventory system that's similar to h1z1.
pls upload more vids man. Love u
Question. How do you regenerate a generated.h file for the actor class once deleted? Better yet how do you attach the file back you the unreal project?
Recompiling will automatically recreate it once you've deleted it
That's amazing
dude got a legendary LinkedIn ^^
Awesome video. Would you mind making a video on how to improve compile times? What things could be removed, tweaking compiler settings...
I tried to configure my CPU core/thread count, but I couldn't find where the file is supposed to be :/
I love your tutorials but they are a little too fast paced, does your patron course is also like this?
woah
Please make a video on walk back while facing front with and without equipment with ue4 free stuff
Please it will be helpful for lot of ppl
Should be compulsory viewing before anyone touches a line of code in Unreal.
Dude, thank you very much. Can you please do a Udemy course or a technical Book on this kind of stuff. I'll buy it anytime bro.
my life is a module
Hindi please
I wich i can speak c++ 🥺
2nd