great tutorial, thank you so much. exactly what i was looking for. would love to see more tuts like this where you explain various basics in the combination of c++ and UE :)
Is there a statement from Epic Games or a real-test about "C++ being faster"? I recently started out with the C++ side of things, and coming from a programmer background (back-end developer), I can see that UE C++ is not simply C++, it is C++ code that heavily uses UE decorators; so, I don't think it cannot be "that fast." Apart from that; if you know some programming, C++ is a godsent way to manage variables (subsystems etc.) and it's way easier then wrestling with Blueprints where you have many variables that you need to keep track of. Think about some management/simulation game and that logic would be easier to manage in C++ rather than Blueprint.
Idk about statements from epic games but many people did tests and in all of them c++ was superior but since blueprints usually call engine functions written in c++ the difference might not be huge. I guess it depends what you do but using c++ is never going to slow things down.
You sure it's a good idea to make a class and then change it into a struct later on in code? Doesn't seem like something that should be done within UE.
Hmmm I haven't seen anything against doing that and I've never had any problem doing that. Both classes and structs use a generate body so it shouldn't matter for the generated files. You just switch UCLASS to USTRUCT, class to struct and change the name to start with F. The generated files are regenerated on build and the name of the class changed anyway so any reference to the class you might have had will be invalid because the class does not exist anymore. I don't see how it can cause trouble.
@@MaxMakesGames I thought it could cause issues with generated files but if you say UE is smart enough to accept the name changing then it should be fine. Thanks for the reply even though this vid is old, wasn't expecting one!
Well I have never researched this so I don't know 100% for sure but I've never had problems or heard of anyone having problems :) And I reply to all comments haha np ! ty for your comment and watching !
great tutorial, thank you so much. exactly what i was looking for. would love to see more tuts like this where you explain various basics in the combination of c++ and UE :)
Thanks bro! Everything worked like a charm 😊
thank you so much
Thanks a lot
Is there a statement from Epic Games or a real-test about "C++ being faster"? I recently started out with the C++ side of things, and coming from a programmer background (back-end developer), I can see that UE C++ is not simply C++, it is C++ code that heavily uses UE decorators; so, I don't think it cannot be "that fast."
Apart from that; if you know some programming, C++ is a godsent way to manage variables (subsystems etc.) and it's way easier then wrestling with Blueprints where you have many variables that you need to keep track of. Think about some management/simulation game and that logic would be easier to manage in C++ rather than Blueprint.
Idk about statements from epic games but many people did tests and in all of them c++ was superior but since blueprints usually call engine functions written in c++ the difference might not be huge. I guess it depends what you do but using c++ is never going to slow things down.
Thank you.
You sure it's a good idea to make a class and then change it into a struct later on in code? Doesn't seem like something that should be done within UE.
Hmmm I haven't seen anything against doing that and I've never had any problem doing that. Both classes and structs use a generate body so it shouldn't matter for the generated files. You just switch UCLASS to USTRUCT, class to struct and change the name to start with F. The generated files are regenerated on build and the name of the class changed anyway so any reference to the class you might have had will be invalid because the class does not exist anymore. I don't see how it can cause trouble.
@@MaxMakesGames I thought it could cause issues with generated files but if you say UE is smart enough to accept the name changing then it should be fine. Thanks for the reply even though this vid is old, wasn't expecting one!
Well I have never researched this so I don't know 100% for sure but I've never had problems or heard of anyone having problems :)
And I reply to all comments haha np ! ty for your comment and watching !
@@MaxMakesGames no problem! Works just fine btw!
Even with live coding turned off the hot reload problem with struct still exists.
Thanks!