C++ Tips and Debugging in Unreal Engine 5

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  • เผยแพร่เมื่อ 17 ส.ค. 2021
  • In episode 3 of the UE5 game development series, we'll look at creating a new C++ project, adding custom logging, using the debugger, and putting a project under source control.
    Previous Videos - • Unreal Engine 5 Game D...
    Github Project - github.com/LivelyGeek/Flybot
    Twitter - / livelygeek
    C++ Tutorial - www.cplusplus.com/doc/tutorial/
    Unreal C++ Introduction - docs.unrealengine.com/en-US/P...
    ‪@AlexForsythe‬ Tutorials - • Unreal Engine
    Git Documentation - git-scm.com/doc
    GitHub Documentation - docs.github.com/en/get-started
    Getting Started in Unreal Engine - learn.unrealengine.com/home/L...
    Unreal 5 Documentation - docs.unrealengine.com/5.0/en-US/
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ความคิดเห็น • 24

  • @chomnansaedan4788
    @chomnansaedan4788 ปีที่แล้ว +2

    this is the only tutorial(that i've seen) that showed to "Start without debugging" as a beginner, I assumed the editor would open automatically. Thank you.

  • @IamSH1VA
    @IamSH1VA 2 ปีที่แล้ว +7

    Your tutorials are really good….
    Detailed information, simple to understand,
    Thanks 😊

  • @ydvisual5530
    @ydvisual5530 2 ปีที่แล้ว +2

    Hey Dr. Lively Geek-san, thanks very much. Really good info. I'm new to unreal and I just built UE5 (preview, 5.0.0) from source (based on your video); then I watched Alex's "Unreal Engine C++ Project Setup, From Scratch" and now watched this video. Great combination to understand what is going on! Thanks!

    • @LivelyGeekGames
      @LivelyGeekGames  2 ปีที่แล้ว

      I'm glad to hear you found them useful!

  • @Mwila
    @Mwila 2 ปีที่แล้ว +1

    Love the technique fam 👏👏👏

  • @mohammadalaaelghamry8010
    @mohammadalaaelghamry8010 10 หลายเดือนก่อน

    Great video. Very helpful. Thank you.

  • @K0UK0U
    @K0UK0U 8 หลายเดือนก่อน

    Thank you my good sir.

  • @peterjohnson8570
    @peterjohnson8570 7 หลายเดือนก่อน

    Great content! Only criticism I have is that you didn't use LFS in your Git repo. I'll definitely be watching the rest of this series, despite it being 2 years old. :)

  • @noname_2108
    @noname_2108 หลายเดือนก่อน +1

    i mean, why would you show how to source control in this video... could do separate video on this

  • @GorBer84
    @GorBer84 2 ปีที่แล้ว +1

    Thanks for the tips, could you tell me which version of VS you are using, cause it was very slow when I tried it.

    • @LivelyGeekGames
      @LivelyGeekGames  2 ปีที่แล้ว +1

      I'm using the 2019 Community edition, version 16.10.3. I've noticed intellisense can be slow sometimes when trying to look things up since the engine code is so big, and if you're compiling the engine from source that can take a long time. It's been fast doing normal project editing and compiles though.

    • @GorBer84
      @GorBer84 2 ปีที่แล้ว +1

      @@LivelyGeekGames thank you!

    • @awoidf
      @awoidf 2 ปีที่แล้ว

      @@LivelyGeekGames You could use Visual Assist, it's much faster and supports the Unreal macros with their arguments like 'UPROPERTY(...)'. You decide where to get it.
      Also, I feel like your videos could be part of a course. Most would've created a seperate video for git but you just pack as much information as possible in a single video.
      P.S.: Yes, I'm binging your videos 😂

    • @LivelyGeekGames
      @LivelyGeekGames  2 ปีที่แล้ว

      @@awoidf Thanks! Yeah, I try to keep things quick and packed with info to not waste time. I sometimes worry if it's too much, but I try to give all the references for other docs/tutorials I used. I've looked into Visual Assist but so far have been able to find everything I needed fairly quickly with regular Visual Studio.

  • @drawmaster77
    @drawmaster77 ปีที่แล้ว

    so I have to close/open project every time I need to debug? This makes no sense, why cant I attach to process?

  • @user-ib7pq8zk3t
    @user-ib7pq8zk3t ปีที่แล้ว

    when I press "Break all" opens a window with the message "Your app has entered a break state, but there is no code to show because all threads were executing external code (typically system or framework code).".
    what I do wrong

    • @derricks6777
      @derricks6777 ปีที่แล้ว +1

      From the Epic Launcher - add "Editor symbols for debugging" in the Engine Version options. Also, search for the phrase "Just My Code" when debugging in Visual Studio - which causes the debugger to only debug on the source that's part of the currently loaded Solution.

    • @user-ib7pq8zk3t
      @user-ib7pq8zk3t ปีที่แล้ว +1

      ​@@derricks6777 Thanks a lot. Debugging started working. The problem was I did not install "Editor symbols for debugging"

  • @ZL1704
    @ZL1704 ปีที่แล้ว

    can this work with a blueprint project? and can it work if you already have a project you wanna use? (probably a dumb question)

    • @christianlundgren
      @christianlundgren ปีที่แล้ว

      if you add a c++ class the project will be converted to c++ too!

    • @ZL1704
      @ZL1704 ปีที่แล้ว +1

      Yeah, I knew that, I just wanted to know if I could use it without any c++, but I did add c++ later! Thx tho

    • @PharosDigitalGames
      @PharosDigitalGames 5 หลายเดือนก่อน

      @@ZL1704 I know this is late but you could just make a plugin and add your log to it and a blueprint function library that exposes a few functions for logging in your category. then you can just include that plugin in your blueprint only projects.

    • @ZL1704
      @ZL1704 5 หลายเดือนก่อน

      @@PharosDigitalGames thanks!

  • @LowLevelLemmy
    @LowLevelLemmy ปีที่แล้ว

    Please make more videos, you're my only hope 🥹🥹🥹