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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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.
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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
- 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