Sorry for not directly addressing this in the video, but to get started, you only need to create a new third person C++ template project from your UE launcher. I plan on revamping the introduction video and will ensure I talk about this when I rework it. (11/20/2023) For anyone else who says they are having an #include problem (and can't seem to properly explain what the problem is), remember that I'm showing things in a specific order. After you build a new header file from scratch in C++ like this without using the editor, you have to do certain steps to make the project recognize it exists. I discuss this starting at 18:00 and show the steps required. The entire solution has to be regenerated so the UHT (Unreal Header Tool) will recognize the new ItemDataStructs header file and properly created a generated.h for it.
where is csTutorialCharacter.cpp? where did you get the code from? i've made my own template but I don't have your code or your examples set up. You should really make a video step by step on how to set this up. do you have a download link for the project? you should put those in the youtube description.
I want to add If you are doing this through visual studio the way he does it will not work. If I am not mistaken, George is using the Rider IDE which give this capability to do it the way in the video. Easiest solution is to create the struct through the unreal editor by creating a class with no parent. Just thought I put this here to save some one the trouble of looking and to give another possible solution.
@@t6ixfury you referring to how I created a blank file and just started adding in the code from there? I don't see any reason why it should not work in Visual Studio. As long as you add the includes required, the Unreal Header Tool should pick it up when you build and created the generated.h file. I could be wrong, but it should not be IDE-dependent. It only works in Rider because of what I just wrote, it's an engine feature.
@@GeorgePence If there is a way it has eluded me lol I looked for about 3 hours trying to do it. I followed the instructions; it still would not pick it up and everywhere I look it just tells me to make the class in the editor. I'm on the 6th video on your series and you have convinced me to get that IDE for all the features it had.
Thanks for putting this up. For exp. devs like myself it simply doesn't make sense to do all crappy work with tons and tons of Blueprints. This was pretty straight to implement in C++. Surprised how not many people are thinking about such a thoughtful well structured solution
Great video! I will go through the entire series. at 24:24, while explaining the rationale for having a separate DataTable for each EItemType enum entry, you mention how you currently don't imagine how a single item can be of two types (e.g., it doesn't make sense for an item to be both a spell and a consumable). In this particular case, if you take Diablo 2 as an example, there were quest items that were also equippable, like the Horadric Staff. which was both a quest item and a weapon item. Of course, this is just a very minor detail and very game dependent. In any case, the video is great.
Hey George, this seriesis fantastic, especially for someone like me who's moving from another language to C++/UE. Just a note at 19:00 where you right-click and generate visual studio project files - on Windows 11 you need to click "Show more options" to get the option to show up in the context menu :-)
Great video, I can see the benefits of setting up these Data Table Entries from C++. Also setting them up from the editor is also finicky. If you change the order of anything on them from the Editor or add entries to a struct then it can completely wipe out all data entries on your Data Table. Doin this from C++ doesn't seem to have the same problem which is a big plus. I should warn people against Hard References though TSoftObjectPtr would probably be a better option. It may require a-sync loading on demand but it will save a crap ton of Ram and Game Loading time in the process.
Hello, I create Data New Filter and then I create Header file but it create all of them in Intermediate folder . If I delete Intermediate Folder for generate code I loss my header file If I create Folder manualy it dosen't work .. What should I do?
Since I see a lot of visual studio people in the comments, if you're not going to add C++ classes from the engine editor, you will have errors. The reason for this is, compiling is setup to be driven from the engine editor so Visual doesn't understand the Macros and whatnot. There are multiple videos on the net explaining how to configure Visual to compile without the engine editor and also you have to update the project include files so that way you can use custom file structures for your c++ classes without it breaking.
Very glad you are using Rider.. I am very very happy to see an inventory system & interaction system with full c++. Thanks for your great effort on this. Why do we putting USTRUCT() attribute to the structs exactly?
The USTRUCT is used by the UE reflection system to allow it to process the struct type correctly for use in its various systems. I don't know much more detail than that, but it's what you need to do if you want to use a struct in data tables, for example.
I don't know if someone could help, my intellisense does not recognize any include path. I followed everything everywhere I googled. generating project files again, deleting cached files, changing options of intellicode, verify I have everything setup correctly and refresh VS from the editor as well....
Yes, no blueprints! Great work! I will be following this! I have one question though, if I want to have my chars health displayed when I open my inventory (like Resident Evil) do I include it here in my structs (like Max Health, low health etc.)? I am assuming no but I have to be sure😅
Hey there, no, the focus of the ItemData struct is strictly for items. I plan on doing a character status display later on which would include health and such.
for anyone using visual studio having the problem where visual studio does not recognise project files. The solution is to regenerate the visual studio project files from with in your unreal engine editor.
Great tutorial! I feel like that making structures and data tables by code is not the best idea, it's more quick and editable if you go with blueprint.
@@GeorgePence Me too, but I don't know why lots of people are afraid of c++, and working in a team made me combine blueprint and c++, turns out, I love it
Hi, I really enjoy your videos on TH-cam. I was wondering if you could turn on the auto-generated captions for your videos, as it would help me and other viewers who are hard of hearing or don't speak your language to understand your content better. Thank you!
I really want to follow this tutorial, and have tried several times to get it to work but it just won't build properly for me no matter what I do. I am using visual studio for this as I can't afford rider for hobby projects like this. I create the header file but it won't recognize any of the unreal keywords like UPROPERTY or USTRUCT, everything has an error under it. Like I tried everything in this tutorial and tried some other videos on setting up visual studio for unreal. But creating a file in the IDE just wont work for me. Do you have any advice or ideas why this is happening?
The key words not being recognized is very likely Intellisense malfunctioning. By default, VS does not have good integration with UE code at all. What you need to do is just create it, and then do a build, ignoring any red underlining. When you build, look in the tab labeled "Output", or if you use the build tab, make sure the drop down on the right of it is set to "Build only" and not "Build + Intellisense". When you do a build in this manner, you'll get the true errors. If you get an error you don't understand, post back here and I'll try to help.
@@GeorgePence Hi I'm facing the same issue, if I refresh VS from UE Editor, the file will be moved to "Intermediate/Project Files" folder And after build/run I can't find the "ItemData" Struct in the editor
Can someone help me figure out how to restructure my project files as mentioned in the start of the video? I can’t figure out how to change the folder structure without breaking everything lol
If you're using Visual Studio, you need to move things around in the actual folders themselves (not inside the IDE), and once finished, delete the Binaries and Intermediates folders, then right click on your .uproject file and choose "Generate Visual Studio project files". Unfortunately this has always been awkward until Rider came along. Rider allows you to do everything in the IDE as you would normally expect.
@@GeorgePence The error is simple: this file does not exist, not even Google knows what file it is. When you research this, he just wants to explain to you that I have an unreal creation syntax, but it's only through generated.h, which is found in other codes.
Hi. I was going through this video and kept getting stuck. I was able to build my code and everything, but when I finish, I can't find it in the datatable row list to select. Can anyone help?
Were you able to set up the standalone header file as I showed and then compile it successfully? Make sure you aren't skipping any of the steps I showed. Start at the 18:00 mark where I talk about making the project recognize it.
@@GeorgePence I was following your steps exactly, but it still didn't work properly. It took me almost two weeks to solve this issue. I was able to solve it by replacing EItemQuality and EItemType in the FItemData struct with TEnumAsByte and TEnumAsByte. Other than that, this video was really helpful and I am looking forward to continue the series. Keep up the great work and you just earned a sub.
@@titancode Glad to hear you got it figured out... what version of UE are you using? Maybe this was a version difference issue. I wrote all of this using 5.2.
@@GeorgePenceAfter I generated visual studio project files and tried to open the unreal editor, I kept getting an error saying "The following modules are missing or built with a different engine version: Inventory Would you like to rebuild them now?", which kept telling me to rebuild manually from the source. I tried versions 5.1, 5.2, and 5.3 to see if anything would change, but I don't think there is much difference with them for the code. One difference I noticed was that I was using Windows 11. At the beginning, I could not find the Generate Visual Studio Project Files option when I right clicked my uproject file. To solve this, I had to move my UnrealVersionSelector.exe file from "C:\Program Files (x86)\Epic Games\Launcher\Engine\Binaries\Win64" to "C:\Program Files\Epic Games\UE_5.3\Engine\Binaries\Win64" and then run the file to set the current directory as the ue5 installation. That made the option appear. After I changed my EItemQuality to TEnumAsByte and my EItemType to TEnumAsByte in my FItemData struct, everything worked fine. Overall, I think it was an OS version issue. If anyone has a similar issue and comes across this comment, follow the steps above. It took me a lot of time to solve this.
Hi George! Thank youuu a loot! For this content. I need some help with visual studio code. When I use this way to create the .h file of our data struct Intellisense is not working. Can you help me?
Hey there... unfortunately I don't really have good things to say about using VSCode with UE. VSCode by default requires lots of configuration and setup for any kind of software development... lots of extensions and customizing of the settings files and such. I don't know anything about getting it working with UE myself other than everyone seems to have problems doing so. I highly recommend you just make it easier for yourself and download VS Community, it's also free, and will work right out of the box with UE C++. Intellisense is still a bit hit or miss, but you will struggle much less with it than VSCode.
Would you say that by hooking up a relational database in here, then creating a data access layer, and scheming out tables appropriately would yield much more flexible results?
Can you give me some more information in the context of Unreal C++ or just C++ in general to better explain what you're asking? I guess I'm just not familiar with these terms, I don't know what a relational database is. What aspect of the technique I showed did you find was not flexible enough? This is just about creating a struct that we will then use in UE data tables. They always have to be initialized with a specific struct to use for their rows.
Sounds like he's suggesting the use of something like an SQL database? Or he's thinking the Data Table is a form of relational database?? He might've just been curious. I don't know, just guessing what he meant. @@GeorgePence
I've been here for 2 days trying to learn with your tutorial and I've had 2 problems so far. When doing as you did, creating a new file can't include anything, it doesn't recognize the other files as part of the code, the problem is the same as the first one but now it doesn't find the #include "ItemDataStructs.generated.h" I know the program, I'm still learning how to copy code to see how it works, maybe it's because I created my file as an actor but I didn't find anything online to help me
You do not need to create the file as an Actor because it is not an Actor. It is a purely standalone header file that will be used just to define a structure that is used in multiple places. Try mimicking exactly what I did, if you add extra steps for no reason of course it will cause issues. The steps to create the header should be the exact same no matter what IDE you use. Once you add in the required three include lines, the next time you build it should generate the generated.h automatically for you in the background.
did u setup ur stuff so that u didnt have to install visual studio and just the stuff from the build tools? if yes how did u do that. im not sure how to find out which files i need to download from the vs build tool (i rly dont wanna have vs on my pc tbh). another quick question: does the editor open automatically after u build in rider? its just nitpicking but i wasnt able to figure that out
Yeah I did! If you go to this page and scroll down a ways, you will see a link for downloading Build Tools for Visual studio. visualstudio.microsoft.com/downloads/?q=build+tools Installing that should allow you to use Rider without having actual VS installed.
what IDE are you useing, i seem to be having a tone of issues with Visual studio and following along with your code, do you have a tutorial series for how you set stuff up ?
Hey there. I'm using Jetbrains Rider which has a subscription cost, but I could definitely make a video on getting it set up and tips and tricks for using it... I mention some as I go in other videos but it would still probably be useful to make a dedicated video about it.
@GeorgePence I went on the unrral engine 5 discord and they also suggested rider. Interestingly rider is free if you use the experminetal version so I'm using that until I can afford the sub. And now my code is working, cheers!
What problem? You need to be more specific... I don't use Visual Studio because Rider is far superior in every aspect, and I am able to afford it, so there is literally no negative in any way. I will never use VS again unless they somehow are able to outperform a Jetbrains IDE, but sorry, that'll never happen. As to your include issue, give me some more details and maybe I can help. The #1 rule when you are asking for help with compiler problems is to always provide the compiler error.
I have a feeling you tried to build too early and did not follow the steps in order. If you go to the 18:00 mark you will see that I talk about how to make the project recognize the new header file that is created from scratch. It requires clearing out the previous generated Intermediates/Binaries and regenerating the solution. Watch from 18:00 to about 19:30.
@@GeorgePence Yes I did build it first coz I read somewhere that it was needed. I found the solution, I had to add "New Solution folder" and not "New Filter folder" under the games folder. I made new project file for this, and it works now. I can follow now. Thanks for solutions.
@@C.Sanjana can you please explain how you solved your issue more in depth? I am getting the same issue where I build my solution and am getting errors all over the project. I have been working to solve this for days but can't figure out anything! 😭Please help.
I see what you use is not Visual code, Thats why it looks for me diffrent. Hope that does not do anything wrong for me ? I think you using jealybean or something.
So this is not a hate comment. (Its pretty obvious this episodes quality is really bad as in U started a tutorial and did a few points off camera thus making it a way worse of a tutorial. I reccomend a time lapse if you are creating the project and etc. Since even at 2x speed its pretty easy to follow but its important to include it. Then not using visual studios which is the reason i was fixing the code for 2h to make it work. In the end had to make a new project reimport it and it worked within 1 minute. But next criticism is Creating files straight up in c++ I dont see a single reason to do that creating it in ue5 generates a few things u have to add for you, Its faster , Gives more options of what exactly you want to create and is WAY easier for a tutorial (+ it reduces variables thus making sure noone messes up following the tutorial). But all in all All of these difficulties are helping me learn the code and bugfix it + especially read errors in console / googling certain things to see how they got changed since the tutorial was made and it sort of helped me orient myself by myself a bit so thank you for that. (Though Using Bps in 99% of studios is better than pure c++ small studios with novice devs use only bps or only c++ but its best to use both (Use c++ to create the funcionality and then just a few clicks in bps to add modularity) I especially know Bps well but i am shit at c++ since i am a novice but I could for example code anything 10x faster in bps than c++ or even more since i am such a greenhorn but Bps are generally always faster but c++ is always more optimized. Though all in all Its good this tutorial is c++ Only since i am rusty at it I might use pure c++ for a bit to get a hang of it but then start mixing it. But i would for sure appreciate if u in futute tutorials mixed both U can do 90% c++ but just the modularity easy of bug fixing/Speed of coding use a few % Bps Since I think C++ complements Bps pretty well. Like they arent the dark side and the light side they are 2 opposite sides of the same coin and they make each other stronger so using both is always better.
Haha, I think the only part that I'm going to actively disagree with you on is your comments about Blueprint. Why? Not because you're wrong, but because I made it very clear in my intro to this series that I prefer C++ only, it's my style, and my opinion, and it's the audience I made this for. That's just what I enjoy when I work with UE, and if I keep making more videos that's what I'll be doing. I don't use Visual Studio because it's got crappy integration with UE - Rider is superior in every way, and it also has integrated ReSharper features as well as the RiderLink which let it work so well with UE. I chose to create the ItemData.h file directly in code because I just wanted to show it can be done without needing to fiddle with the editor first. Sometimes if you only need a standalone header for including structs or something, doing it this way is faster and more efficient. I always tried to make an attempt to explain what I did off camera. I always tried to show the important parts, but there's things like watching me debug for 30+ minutes only to find out it was a 2 minute fix that just make no sense to include. So, yeah... hope you still find it useful, but most of your comments are just your opinion, so I apologize if my tutorials aren't for you.
Sorry for not directly addressing this in the video, but to get started, you only need to create a new third person C++ template project from your UE launcher. I plan on revamping the introduction video and will ensure I talk about this when I rework it.
(11/20/2023) For anyone else who says they are having an #include problem (and can't seem to properly explain what the problem is), remember that I'm showing things in a specific order. After you build a new header file from scratch in C++ like this without using the editor, you have to do certain steps to make the project recognize it exists. I discuss this starting at 18:00 and show the steps required. The entire solution has to be regenerated so the UHT (Unreal Header Tool) will recognize the new ItemDataStructs header file and properly created a generated.h for it.
where is csTutorialCharacter.cpp? where did you get the code from? i've made my own template but I don't have your code or your examples set up. You should really make a video step by step on how to set this up. do you have a download link for the project? you should put those in the youtube description.
I want to add If you are doing this through visual studio the way he does it will not work. If I am not mistaken, George is using the Rider IDE which give this capability to do it the way in the video. Easiest solution is to create the struct through the unreal editor by creating a class with no parent. Just thought I put this here to save some one the trouble of looking and to give another possible solution.
@@t6ixfury you referring to how I created a blank file and just started adding in the code from there? I don't see any reason why it should not work in Visual Studio. As long as you add the includes required, the Unreal Header Tool should pick it up when you build and created the generated.h file. I could be wrong, but it should not be IDE-dependent. It only works in Rider because of what I just wrote, it's an engine feature.
@@GeorgePence If there is a way it has eluded me lol I looked for about 3 hours trying to do it. I followed the instructions; it still would not pick it up and everywhere I look it just tells me to make the class in the editor. I'm on the 6th video on your series and you have convinced me to get that IDE for all the features it had.
@@t6ixfury You won't regret it, Rider is the best out there for UE C++ work right now.
Thanks for putting this up. For exp. devs like myself it simply doesn't make sense to do all crappy work with tons and tons of Blueprints. This was pretty straight to implement in C++. Surprised how not many people are thinking about such a thoughtful well structured solution
Glad you are finding it useful!
Great video! I will go through the entire series. at 24:24, while explaining the rationale for having a separate DataTable for each EItemType enum entry, you mention how you currently don't imagine how a single item can be of two types (e.g., it doesn't make sense for an item to be both a spell and a consumable). In this particular case, if you take Diablo 2 as an example, there were quest items that were also equippable, like the Horadric Staff. which was both a quest item and a weapon item. Of course, this is just a very minor detail and very game dependent. In any case, the video is great.
Hey George, this seriesis fantastic, especially for someone like me who's moving from another language to C++/UE. Just a note at 19:00 where you right-click and generate visual studio project files - on Windows 11 you need to click "Show more options" to get the option to show up in the context menu :-)
Jesus man, thanks for recommending Rider, its incredible...
Hell yeah, it's the best IDE for UE integration out there right now.
But it is fcking expensive. That´s a dealbreaker for me ;(@@GeorgePence
Just getting home and able to watch....ahh this is great. Thank you!
Great video, I can see the benefits of setting up these Data Table Entries from C++.
Also setting them up from the editor is also finicky. If you change the order of anything on them from the Editor or add entries to a struct then it can completely wipe out all data entries on your Data Table. Doin this from C++ doesn't seem to have the same problem which is a big plus.
I should warn people against Hard References though TSoftObjectPtr would probably be a better option. It may require a-sync loading on demand but it will save a crap ton of Ram and Game Loading time in the process.
Love the style of the video. Looking forward to working through this! Thanks!
Hello, I create Data New Filter and then I create Header file but it create all of them in Intermediate folder . If I delete Intermediate Folder for generate code I loss my header file If I create Folder manualy it dosen't work .. What should I do?
Thanks) after unreal 4.11 we can use generated_body instead generated_ustruct_body
well i'm back again, I'd like to master this (hope you'll come back soon too!)
Since I see a lot of visual studio people in the comments, if you're not going to add C++ classes from the engine editor, you will have errors. The reason for this is, compiling is setup to be driven from the engine editor so Visual doesn't understand the Macros and whatnot. There are multiple videos on the net explaining how to configure Visual to compile without the engine editor and also you have to update the project include files so that way you can use custom file structures for your c++ classes without it breaking.
Very glad you are using Rider.. I am very very happy to see an inventory system & interaction system with full c++. Thanks for your great effort on this. Why do we putting USTRUCT() attribute to the structs exactly?
The USTRUCT is used by the UE reflection system to allow it to process the struct type correctly for use in its various systems. I don't know much more detail than that, but it's what you need to do if you want to use a struct in data tables, for example.
Great amazing super cool!! Thank you!!
Amazing tutorial
Hey george hi bro , thanks for content.
I don't know if someone could help, my intellisense does not recognize any include path. I followed everything everywhere I googled. generating project files again, deleting cached files, changing options of intellicode, verify I have everything setup correctly and refresh VS from the editor as well....
What rider theme/settings do you use? Is there a way I can get it to look so nice?
Yes, no blueprints! Great work! I will be following this! I have one question though, if I want to have my chars health displayed when I open my inventory (like Resident Evil) do I include it here in my structs (like Max Health, low health etc.)? I am assuming no but I have to be sure😅
Hey there, no, the focus of the ItemData struct is strictly for items. I plan on doing a character status display later on which would include health and such.
Is there any reason to use GENERATED_STRUCT_BODY instead of just GENERATED_BODY?
for anyone using visual studio having the problem where visual studio does not recognise project files. The solution is to regenerate the visual studio project files from with in your unreal engine editor.
Great tutorial! I feel like that making structures and data tables by code is not the best idea, it's more quick and editable if you go with blueprint.
It's personal preference. I always enjoy working with, reading, and managing code much more than Blueprint.
@@GeorgePence Me too, but I don't know why lots of people are afraid of c++, and working in a team made me combine blueprint and c++, turns out, I love it
When working with visual studio, none of your methods work. Just all the files in the project with an ending .generated.h become invalid(((
I see that you've moved on to later videos based on your comments, so I assume you were able to get past this issue?
@@GeorgePence , yes, I just installed the rider and the problems disappeared.
Hi, I really enjoy your videos on TH-cam. I was wondering if you could turn on the auto-generated captions for your videos, as it would help me and other viewers who are hard of hearing or don't speak your language to understand your content better. Thank you!
Hi there, I will look into how to do this. Thanks for calling attention to it.
I really want to follow this tutorial, and have tried several times to get it to work but it just won't build properly for me no matter what I do. I am using visual studio for this as I can't afford rider for hobby projects like this. I create the header file but it won't recognize any of the unreal keywords like UPROPERTY or USTRUCT, everything has an error under it. Like I tried everything in this tutorial and tried some other videos on setting up visual studio for unreal. But creating a file in the IDE just wont work for me. Do you have any advice or ideas why this is happening?
The key words not being recognized is very likely Intellisense malfunctioning. By default, VS does not have good integration with UE code at all. What you need to do is just create it, and then do a build, ignoring any red underlining. When you build, look in the tab labeled "Output", or if you use the build tab, make sure the drop down on the right of it is set to "Build only" and not "Build + Intellisense". When you do a build in this manner, you'll get the true errors. If you get an error you don't understand, post back here and I'll try to help.
@@GeorgePence Hi I'm facing the same issue, if I refresh VS from UE Editor, the file will be moved to "Intermediate/Project Files" folder
And after build/run I can't find the "ItemData" Struct in the editor
Can someone help me figure out how to restructure my project files as mentioned in the start of the video? I can’t figure out how to change the folder structure without breaking everything lol
If you're using Visual Studio, you need to move things around in the actual folders themselves (not inside the IDE), and once finished, delete the Binaries and Intermediates folders, then right click on your .uproject file and choose "Generate Visual Studio project files". Unfortunately this has always been awkward until Rider came along. Rider allows you to do everything in the IDE as you would normally expect.
#include "ItemDataStructs.generated.h". gives an error, why?
What is the actual error output? Make sure that you are viewing build errors if using Visual Studio, don't pay attention to Intellisense errors.
@@GeorgePence The error is simple: this file does not exist, not even Google knows what file it is. When you research this, he just wants to explain to you that I have an unreal creation syntax, but it's only through generated.h, which is found in other codes.
Can you please say why you choose DataTable over ListView?
I need more context for your question. The ListView I know of is a UMG widget, which is in a totally different class of usage than a DataTable.
@@GeorgePence ok I see, it's different usage. ListView is for UI and DataTable is not.
Hi. I was going through this video and kept getting stuck. I was able to build my code and everything, but when I finish, I can't find it in the datatable row list to select. Can anyone help?
Were you able to set up the standalone header file as I showed and then compile it successfully? Make sure you aren't skipping any of the steps I showed. Start at the 18:00 mark where I talk about making the project recognize it.
@@GeorgePence I was following your steps exactly, but it still didn't work properly. It took me almost two weeks to solve this issue. I was able to solve it by replacing EItemQuality and EItemType in the FItemData struct with TEnumAsByte and TEnumAsByte. Other than that, this video was really helpful and I am looking forward to continue the series. Keep up the great work and you just earned a sub.
@@titancode Glad to hear you got it figured out... what version of UE are you using? Maybe this was a version difference issue. I wrote all of this using 5.2.
@@GeorgePenceAfter I generated visual studio project files and tried to open the unreal editor, I kept getting an error saying "The following modules are missing or built with a different engine version: Inventory Would you like to rebuild them now?", which kept telling me to rebuild manually from the source. I tried versions 5.1, 5.2, and 5.3 to see if anything would change, but I don't think there is much difference with them for the code. One difference I noticed was that I was using Windows 11. At the beginning, I could not find the Generate Visual Studio Project Files option when I right clicked my uproject file. To solve this, I had to move my UnrealVersionSelector.exe file from "C:\Program Files (x86)\Epic Games\Launcher\Engine\Binaries\Win64" to "C:\Program Files\Epic Games\UE_5.3\Engine\Binaries\Win64" and then run the file to set the current directory as the ue5 installation. That made the option appear. After I changed my EItemQuality to TEnumAsByte and my EItemType to TEnumAsByte in my FItemData struct, everything worked fine. Overall, I think it was an OS version issue. If anyone has a similar issue and comes across this comment, follow the steps above. It took me a lot of time to solve this.
Hi George! Thank youuu a loot! For this content. I need some help with visual studio code. When I use this way to create the .h file of our data struct Intellisense is not working. Can you help me?
Hey there... unfortunately I don't really have good things to say about using VSCode with UE. VSCode by default requires lots of configuration and setup for any kind of software development... lots of extensions and customizing of the settings files and such. I don't know anything about getting it working with UE myself other than everyone seems to have problems doing so. I highly recommend you just make it easier for yourself and download VS Community, it's also free, and will work right out of the box with UE C++. Intellisense is still a bit hit or miss, but you will struggle much less with it than VSCode.
Im having a proble, when i delete the folders and rebuild i always loose my ItemDataStructs.h file, any ideas?
What folders are you deleting, and why are you deleting them?
Would you say that by hooking up a relational database in here, then creating a data access layer, and scheming out tables appropriately would yield much more flexible results?
Can you give me some more information in the context of Unreal C++ or just C++ in general to better explain what you're asking? I guess I'm just not familiar with these terms, I don't know what a relational database is. What aspect of the technique I showed did you find was not flexible enough? This is just about creating a struct that we will then use in UE data tables. They always have to be initialized with a specific struct to use for their rows.
Sounds like he's suggesting the use of something like an SQL database? Or he's thinking the Data Table is a form of relational database?? He might've just been curious. I don't know, just guessing what he meant. @@GeorgePence
I've been here for 2 days trying to learn with your tutorial and I've had 2 problems so far. When doing as you did, creating a new file can't include anything, it doesn't recognize the other files as part of the code, the problem is the same as the first one but now it doesn't find the #include "ItemDataStructs.generated.h" I know the program, I'm still learning how to copy code to see how it works, maybe it's because I created my file as an actor but I didn't find anything online to help me
You do not need to create the file as an Actor because it is not an Actor. It is a purely standalone header file that will be used just to define a structure that is used in multiple places. Try mimicking exactly what I did, if you add extra steps for no reason of course it will cause issues. The steps to create the header should be the exact same no matter what IDE you use. Once you add in the required three include lines, the next time you build it should generate the generated.h automatically for you in the background.
did u setup ur stuff so that u didnt have to install visual studio and just the stuff from the build tools? if yes how did u do that. im not sure how to find out which files i need to download from the vs build tool (i rly dont wanna have vs on my pc tbh).
another quick question: does the editor open automatically after u build in rider? its just nitpicking but i wasnt able to figure that out
Yeah I did! If you go to this page and scroll down a ways, you will see a link for downloading Build Tools for Visual studio. visualstudio.microsoft.com/downloads/?q=build+tools
Installing that should allow you to use Rider without having actual VS installed.
what IDE are you useing, i seem to be having a tone of issues with Visual studio and following along with your code, do you have a tutorial series for how you set stuff up ?
Hey there. I'm using Jetbrains Rider which has a subscription cost, but I could definitely make a video on getting it set up and tips and tricks for using it... I mention some as I go in other videos but it would still probably be useful to make a dedicated video about it.
@GeorgePence I went on the unrral engine 5 discord and they also suggested rider. Interestingly rider is free if you use the experminetal version so I'm using that until I can afford the sub. And now my code is working, cheers!
@@F0r3v3rT0m0rr0w Awesome, yeah, it's also free if you have access to an edu license! Once you go Rider you won't be able to go back
yeah its already working its magic, cheers! for that@@GeorgePence
gosh! I can't follow this. Been stuck with #include problem for 2 hrs now. Hope you showed VS code setup first, as I can't proceed beyond 4 mins.
What problem? You need to be more specific... I don't use Visual Studio because Rider is far superior in every aspect, and I am able to afford it, so there is literally no negative in any way. I will never use VS again unless they somehow are able to outperform a Jetbrains IDE, but sorry, that'll never happen.
As to your include issue, give me some more details and maybe I can help. The #1 rule when you are asking for help with compiler problems is to always provide the compiler error.
I have a feeling you tried to build too early and did not follow the steps in order. If you go to the 18:00 mark you will see that I talk about how to make the project recognize the new header file that is created from scratch. It requires clearing out the previous generated Intermediates/Binaries and regenerating the solution. Watch from 18:00 to about 19:30.
@@GeorgePence Yes I did build it first coz I read somewhere that it was needed. I found the solution, I had to add "New Solution folder" and not "New Filter folder" under the games folder. I made new project file for this, and it works now. I can follow now. Thanks for solutions.
@@GeorgePence I didn't mean it like that, as a noob I just wanted a settings introduction with VS and UE5. GG
@@C.Sanjana can you please explain how you solved your issue more in depth? I am getting the same issue where I build my solution and am getting errors all over the project. I have been working to solve this for days but can't figure out anything! 😭Please help.
I see what you use is not Visual code, Thats why it looks for me diffrent. Hope that does not do anything wrong for me ? I think you using jealybean or something.
I use Jetbrains Rider lol... Visual Studio Code is not great for working in UE in my opinion. Better to just use normal Visual Studio, it is free.
So this is not a hate comment. (Its pretty obvious this episodes quality is really bad as in U started a tutorial and did a few points off camera thus making it a way worse of a tutorial. I reccomend a time lapse if you are creating the project and etc. Since even at 2x speed its pretty easy to follow but its important to include it. Then not using visual studios which is the reason i was fixing the code for 2h to make it work. In the end had to make a new project reimport it and it worked within 1 minute. But next criticism is Creating files straight up in c++ I dont see a single reason to do that creating it in ue5 generates a few things u have to add for you, Its faster , Gives more options of what exactly you want to create and is WAY easier for a tutorial (+ it reduces variables thus making sure noone messes up following the tutorial). But all in all All of these difficulties are helping me learn the code and bugfix it + especially read errors in console / googling certain things to see how they got changed since the tutorial was made and it sort of helped me orient myself by myself a bit so thank you for that. (Though Using Bps in 99% of studios is better than pure c++ small studios with novice devs use only bps or only c++ but its best to use both (Use c++ to create the funcionality and then just a few clicks in bps to add modularity) I especially know Bps well but i am shit at c++ since i am a novice but I could for example code anything 10x faster in bps than c++ or even more since i am such a greenhorn but Bps are generally always faster but c++ is always more optimized. Though all in all Its good this tutorial is c++ Only since i am rusty at it I might use pure c++ for a bit to get a hang of it but then start mixing it. But i would for sure appreciate if u in futute tutorials mixed both U can do 90% c++ but just the modularity easy of bug fixing/Speed of coding use a few % Bps Since I think C++ complements Bps pretty well. Like they arent the dark side and the light side they are 2 opposite sides of the same coin and they make each other stronger so using both is always better.
Haha, I think the only part that I'm going to actively disagree with you on is your comments about Blueprint. Why? Not because you're wrong, but because I made it very clear in my intro to this series that I prefer C++ only, it's my style, and my opinion, and it's the audience I made this for. That's just what I enjoy when I work with UE, and if I keep making more videos that's what I'll be doing. I don't use Visual Studio because it's got crappy integration with UE - Rider is superior in every way, and it also has integrated ReSharper features as well as the RiderLink which let it work so well with UE. I chose to create the ItemData.h file directly in code because I just wanted to show it can be done without needing to fiddle with the editor first. Sometimes if you only need a standalone header for including structs or something, doing it this way is faster and more efficient.
I always tried to make an attempt to explain what I did off camera. I always tried to show the important parts, but there's things like watching me debug for 30+ minutes only to find out it was a 2 minute fix that just make no sense to include.
So, yeah... hope you still find it useful, but most of your comments are just your opinion, so I apologize if my tutorials aren't for you.