UE4 C++ Tutorial -

แชร์
ฝัง
  • เผยแพร่เมื่อ 9 ต.ค. 2024
  • This Video:
    In this video, we look at the includes and forward declarations, where and how to use them as well as a couple of extra handy tips.
    Intro to C++:
    Intended to be the true intro to C++ for UE4. This playlist is intended to focus on one topic at a time and explain how, why and when they work. Think of it as documentation in video form.
    Consider supporting the channel on Patreon: / devenabled
    Links:
    Download free projects from complete tutorial series and more: mega.nz/#F!imQ...
    IWYU Documentation: docs.unrealeng...
    Get a FREE Pluralsight trial and support the channel: pluralsight.px...
    My First Pluralsight Course: pluralsight.px...
    My Second Pluralsight Course: pluralsight.px...
    My Third Pluralsight Course: pluralsight.px...
    Check out my Website: devenabled.com/
    Twitter: / robbcreates
    RECOMMENDED READING - Game Theory Books -
    Theory of Fun for Game Design: amzn.to/2Y7a29z (Personal Favourite)
    Game Feel: A Game Designer's Guide to Virtual Sensation: amzn.to/3159Dl5 (Another read I couldn't put down)
    Level Up! The Guide to Great Video Game Design: amzn.to/2MkxcC8
    The Art of Game Design, Second Edition: amzn.to/2JY6EVz
    Rules of Play: Game Design Fundamentals: amzn.to/2YcfsA7
    Game Programming Patterns: amzn.to/2YbXnC2
    Drawing Basics and Video Game Art: amzn.to/2Ml6FVb
    Sound Effects (BFXR): www.bfxr.net/
    Get Affinity Designer: affinity.serif...
    Get Unreal: www.unrealengi...
    Get Some great free assets here: www.gamedevmar...
    #ue4, #unreal_engine, #C++ Gamedev.tv Courses - Affiliate Links:
    Unreal C++ Developer: www.gamedev.tv...
    Unreal Multiplayer: www.gamedev.tv...
    Unreal Blueprints: www.gamedev.tv...
    Blender Characters: www.gamedev.tv...

ความคิดเห็น • 23

  • @FranciscoSciaraffia
    @FranciscoSciaraffia 4 ปีที่แล้ว +5

    @6:20 you talk about the header to get the include data from, but since a while back the documentation also includes the exact #include line just a bit lower on that same page. which you can actually see right there on the video.

    • @DevEnabled
      @DevEnabled  4 ปีที่แล้ว +5

      Yeah, I realised when editing the video that I should have been a little clearer to make a point of that for people who might wonder why there might be so many directories before the one we actually need depending on where you're searching for it. As you mention though as long as you can locate it on the official documentation they now include the exact path. Edit: Pinned so hopefully, people will see this first.

  • @PakGrantChristie
    @PakGrantChristie 4 ปีที่แล้ว +3

    Perfect Sir! Just perfect.

  • @asdf256
    @asdf256 ปีที่แล้ว

    Thank you. I watched 4 other videos before this one and none of them actually explained how you would get the intellisense and full definition in the CPP file.

  • @StBlueFire
    @StBlueFire 3 ปีที่แล้ว

    @5:00 Helps you know how to find the right includes. Very useful.

  • @DevEnabled
    @DevEnabled  4 ปีที่แล้ว +3

    In this video, we look at the includes and forward declarations, where and how to use them as well as a couple of extra handy tips.

  • @PrimeEXE
    @PrimeEXE 4 ปีที่แล้ว +1

    These videos are really informative, keep it up👍

  • @matt-g-recovers
    @matt-g-recovers 3 ปีที่แล้ว +1

    very useful! thanks!

  • @miklosnemeth8566
    @miklosnemeth8566 2 ปีที่แล้ว

    2:33 A sequence of forward declarations is a typical side-effect of complex class libraries, where you cannot fully avoid (direct or indirect) cross-references (reference loops).

  • @MichaelP-wn5xu
    @MichaelP-wn5xu ปีที่แล้ว

    Super

  • @aarongandhi1375
    @aarongandhi1375 4 ปีที่แล้ว

    I'm unsure by what you mean when you say "reference," i don't see any & operators here and it's not as if we're re-initialising the forward declaration of UCapsuleComponent like :
    class UCapsuleComponent
    class& ReferenceOfUCapsuleComponent = UCapsuleComponent;
    and then in the .cpp file:
    // intialisation of ReferenceOfUCapsuleComponent
    I'm doing the Unreal Engine 4 course and am on the "ToonTanks" section currently. I am slightly confused as to what you mean by referencing the forward declaration. Please explain if you can xD, I'm probably making a very stupid misunderstanding.

    • @DevEnabled
      @DevEnabled  4 ปีที่แล้ว

      Sorry, I seem to use the term reference quite loosely sometimes. Feel free to replace that with whatever you feel comfortable with.

    • @aarongandhi1375
      @aarongandhi1375 4 ปีที่แล้ว

      Dev Enabled Oh 😅, thanks for replying I guess took it too literally

  • @miklosnemeth8566
    @miklosnemeth8566 2 ปีที่แล้ว

    3:22 Huh, exactly this was the reason Epic Games rearranged its header file structure and introduced What-You-Use (IWYU) to simply include Components/CapsuleComponents.h no need this forward declaration hackery any more.

  • @angeltrujillo426
    @angeltrujillo426 4 ปีที่แล้ว

    Hello
    Great tutorial, you could put an enumeration to the title, that is, UE4 C++ Tutorial 001 and so on, greetings

  • @Haroon3D
    @Haroon3D 4 ปีที่แล้ว

    Are you going to uplaod all the topic step by step?

    • @DevEnabled
      @DevEnabled  4 ปีที่แล้ว

      Yes, I don't have the spare time to record, edit and upload an entire playlist of videos if that's what you mean?

    • @Haroon3D
      @Haroon3D 4 ปีที่แล้ว

      @@DevEnabled Yes

  • @erikpolygon5471
    @erikpolygon5471 4 ปีที่แล้ว

    Do u use any third party plugin for programming in visual studio (cause the intellisense for ue4 is absolut broken). Most of the unreal engine internal defs uses holetomato i think.

    • @DevEnabled
      @DevEnabled  4 ปีที่แล้ว

      Yeah, I heard the same about the internal devs too and I can see why they would. Default intellisense is a mess. In the start of this playlist, I think I was using Resharper. I found it to be much more lightweight than Visual Assist, took much less time to get the files loaded and was still almost as accurate, most of the time. In the later tutorials, I'm actually using the Rider IDE provided by JetBrains, same people who make the Resharper plugin and it's probably my favourite thing to use. Super fast to load, great auto-complete and intellisense. One thing I'd mention is that I think all three options have free trial periods so it might be worth giving them each a go. Visual Assist and Resharper are really easy to install. If you want to try Rider for Unreal. It currently supports engine version 4.25 and you can get it for free for several months on the Marketplace. I think all of them end up being paid but if you're developing in c++ for a long time then any one of them will be worth it.

    • @erikpolygon5471
      @erikpolygon5471 4 ปีที่แล้ว

      @@DevEnabled Amazing! Thanks for the long answer. Because i just finished the trail of Visual Assist, i will try Rider next. Thank you!

    • @dalton-lima
      @dalton-lima 4 ปีที่แล้ว

      I love Resharper, I was using it for a long time in Unity and now at Unreal too, but recently I started experimenting with Rider for Unreal (an another IDE from JetBrains, currently in Beta, you can get a free license during this time) since I am already using Rider in Unity and it's a must-have for me.

  • @eggs4saled275
    @eggs4saled275 4 ปีที่แล้ว

    incognito mode mmmmm