User:Rejecht/Getting Started UE4: Difference between revisions
From Unreal Wiki, The Unreal Engine Documentation Site
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=== Low Level === | === Low Level === | ||
=== Structure === | ==== Structure ==== | ||
Explains the junction points. | 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
Naming Conventions * Methods * Style * Organization
Replication
Game types and replicated values?
- Declare the UPROPERTY as replicated in C++
- Initialize the state of the variable in the game type constructor
- 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.
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.
.IsValid() is used on shared pointers to check if they are NULL.