Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

Difference between revisions of "User:Rejecht/Getting Started UE4"

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(Pointers)
(Structure)
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=== Low Level ===
 
=== Low Level ===
  
=== Structure ===
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==== Structure ====
  
Explains the junction points.
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Explains the basic client only {Camera, HUD}, client and server {Pawn, Character, PlayerState, GameState}, and server-only {Controller} junction points.
  
 
[https://docs.unrealengine.com/latest/INT/Programming/UnrealArchitecture/index.html Unreal Architecture]
 
[https://docs.unrealengine.com/latest/INT/Programming/UnrealArchitecture/index.html Unreal Architecture]

Revision as of 10:54, 10 August 2014

Unreal Engine 4

Protocol

Coding Standard

Naming Conventions * Methods * Style * Organization

Development Setup

Replication

Game types and replicated values?

  1. Declare the UPROPERTY as replicated in C++
  2. Initialize the state of the variable in the game type constructor
  3. Declare the type of replication in the game type GetLifetimeReplicatedProps function

Low Level

Structure

Explains the basic client only {Camera, HUD}, client and server {Pawn, Character, PlayerState, GameState}, and server-only {Controller} junction points.

Unreal Architecture

Pointers

When referring to something you use may shared pointers (pointer + reference count), shared references, or weak pointers.

The shared pointer types are optimal for higher level or lower frequency access.

Unreal Smart Pointer Library

.IsValid() is used on shared pointers to check if they are NULL.