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#UE

This document provides an overview of key concepts in Unreal Engine, including: 1) Adding actors and making a static mesh the root component. 2) Common data types like strings, vectors, and arrays. 3) Debugging tools such as drawing debug shapes and printing messages. 4) Using static structs and math functions. 5) Creating default subobjects to construct objects. 6) Exposing properties and functions to blueprints using UPROPERTY and UFUNCTION macros.

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0% found this document useful (0 votes)
19 views2 pages

#UE

This document provides an overview of key concepts in Unreal Engine, including: 1) Adding actors and making a static mesh the root component. 2) Common data types like strings, vectors, and arrays. 3) Debugging tools such as drawing debug shapes and printing messages. 4) Using static structs and math functions. 5) Creating default subobjects to construct objects. 6) Exposing properties and functions to blueprints using UPROPERTY and UFUNCTION macros.

Uploaded by

enix enix
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as TXT, PDF, TXT or read online on Scribd
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---------------------- -> Active

AddActor ... // ... World ... Offset/Rotation


UStaticMeshComponent* p_someVar_mesh; // Define in private +
UPROPERTY(VisibleAnywhere), then construct it with CreateDefaultSubobject<>
RootComponent = p_someVar_mesh; // Make the mesh the root
// To add transform through time -> Accumulate DeltaTime, then operate with that
(mul to increase speed of accum)
ctrl+B, ctrl+5 // check, launch
shift+f1 // viewport

---------------------- -> Unreal quirks


FString // Needs TEXT() for format, *stringName_s to deref when using %s
FVector
FRotator // Vector for rotation
FQuat
TArray

---------------------- -> Debug


DrawDebug ... // Debug vis
UE_LOG(LogTemp, Warning, TEXT("text %i"), ... someVariable); // Cmd out
GEngine->AddOnScreenDebugMessage // On screen out, Check if GEngine == 0 before
using

---------------------- -> Static Structs


FColor:: ...
FMath:: // Math library
FString::Printf(TEXT(" ... %i"), intVar_i);

---------------------- -> Template f(x)


CreateDefaultSubobject<someType>(TEXT("someString_s")) // Returns an address of
created subobject -> Store in p_somePointer
- ... <UStaticMeshComponent> ...
!lingo!: "A Factory" -> A function that constructs an object ->
Equivalent to new in c++

---------------------- -> Exposing to Interface(BP, etc.)


UPROPERTY() / UFUNCTION()
- ...(EditDefaultsOnly) // Global promote only
- ...(EditInstanceOnly) // Individual promote only
- ...(EditAnywhere) // Global and Individual promote

- ...(VisibleDefaultsOnly) // Global disabled only


- ...(VisibleInstanceOnly) // Individual disabled only
- ...(VisibleAnywhere) // Global and Individual disabled

- ...(BlueprintReadOnly) // BP get -> should be at least protected


- ...( ..., meta = (AllowPrivateAccess = "True")) // BP get -> can be
private
- ...(BlueprintReadWrite) // BP get, set -> should be at least protected

- ...(Category = "")
- ...( ... "stringVariable_s") // Custom category for housekeeping

- template<typename someTypeInput> // Can take type input -> Template


function -> is flexible
someTypeInput functionName(someTypeInput someVariable, someTypeInput
someVariable)
!call syntax!: functionName<someType>( ...)
- ...(BlueprintCallable) // Usable in BP as node, execution dependant ->
Caches result -> is called when Execution reaches it
// "Promises not to modify state or members inside the class in any way"
// "Generally used for getter functions or operators that just output a data
value"
- ...(BlueprintPure) // Usable in BP as node, execution independant -> Does
not cache result -> is called every time it's needed

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