I used to take a very hard stance against C++ early in my career. Not because its bad but because writing everything in C++ from the start tends to make development a little bit rigid. People should embrace the art form that is blueprint spaghetti and sort it out with C++. Now I don't take it as seriously, just use whatever gets you to the goal of making good games as fast as possible :)
very few people know that unreal 5 have C++ Header preview tool in Editor tool section their is a tool to convert blueprint to C++ tool name C++ Header preview tool. can u cover that also in ur future videos.
Thank you very much! It is really helpful tutorial. Please make more! I noticed your compilation is fast. Could you please share tips on how to speed up compilation time like yours?
Thanks a lot! I appreciate your comment Great catch on the compile time, I'm using hot reload, but its hard to see in the video because my floating head is in-front of it. Hot Reload lets you compile c++ without having to restart the editor and can be very quick. This video doesn't show it very well but I think there is some good documentation for it on the epic website
I need to convert my actor to c++ because i have to set an outer for static mesh component for some plugin to work properly, does it work if i do it your way?
You should be able to do this, you just have to make sure that you add a static mesh component in c++ (In the constructor function) It would look something like this: AMyCustomActor::AMyCustomActor() { // First create your static mesh component UStaticMeshComponent* MyStaticMeshComponent = CreateDefaultSubobject(TEXT("UStaticMeshComponent")); // Then tell your actor to make it the root component SetRootComponent(MyStaticMeshComponent ) }
My script I made wasn't showing up in the actors parent dropdown list which lead me down a big rabbit hole which caused my project to become corrupt, how wonderful
That sucks! I strongly suggest checking out some sort of version control. I personally use git (but I know many people don't like if for game dev). One thing that you can try, is deleting your "Saved, Intermediate and Binaries" folders from your project. Its very likely that your corruption is hiding somewhere in there and just needs to be regenerated
Nice one, easy to understand. I met a lot of people still thinking that in UE you either can use BP only or C++ only.
I used to take a very hard stance against C++ early in my career. Not because its bad but because writing everything in C++ from the start tends to make development a little bit rigid. People should embrace the art form that is blueprint spaghetti and sort it out with C++.
Now I don't take it as seriously, just use whatever gets you to the goal of making good games as fast as possible :)
Exactly what I need right now! Thanks for video.
Glad to here it helped!
very few people know that unreal 5 have C++ Header preview tool in Editor tool section their is a tool to convert blueprint to C++ tool name C++ Header preview tool. can u cover that also in ur future videos.
I had no idea! definitely something I want to check out :D
Thank you very much! It is really helpful tutorial.
Please make more!
I noticed your compilation is fast. Could you please share tips on how to speed up compilation time like yours?
Thanks a lot! I appreciate your comment
Great catch on the compile time, I'm using hot reload, but its hard to see in the video because my floating head is in-front of it. Hot Reload lets you compile c++ without having to restart the editor and can be very quick.
This video doesn't show it very well but I think there is some good documentation for it on the epic website
I need to convert my actor to c++ because i have to set an outer for static mesh component for some plugin to work properly, does it work if i do it your way?
You should be able to do this, you just have to make sure that you add a static mesh component in c++ (In the constructor function) It would look something like this:
AMyCustomActor::AMyCustomActor()
{
// First create your static mesh component
UStaticMeshComponent* MyStaticMeshComponent = CreateDefaultSubobject(TEXT("UStaticMeshComponent"));
// Then tell your actor to make it the root component
SetRootComponent(MyStaticMeshComponent )
}
@@gisli appreciate it
My script I made wasn't showing up in the actors parent dropdown list which lead me down a big rabbit hole which caused my project to become corrupt, how wonderful
That sucks! I strongly suggest checking out some sort of version control. I personally use git (but I know many people don't like if for game dev).
One thing that you can try, is deleting your "Saved, Intermediate and Binaries" folders from your project. Its very likely that your corruption is hiding somewhere in there and just needs to be regenerated
Well done.
Thanks a lot!