28 posts tagged with "C++"
View All TagsOptimization Part 4 - Adding Task Data to Traces
In Part 3 we used Unreal Insights to sample performance data and display it like this:
Optimization Part 3 - Using Unreal Insights
In Part 2 we made a test environment and look at stats usage. Here we use Unreal Insights to determine what specifically is making the project run slow.
Optimization Part 2 - A Simple Test Program
This page describes a simple test project which can be used to experiment with optimization in Unreal Engine. The test project is created based on the Game | Third Person | C++ project including the starter content.
Optimization Part 1 - Build Configurations
This article explores project build configurations.
Changing a Component in a Parent Object
If we derive a C++ class from an existing Unreal class, and that existing class contains components, we can extend (subclass) those components without changing the source code of the base class.
Mass - Cache Concepts and Optimization
This is the first of a series of articles about the Unreal Mass framework.
Allocating a TArray on the stack
Changing a Project to use the Engine Source Code
Understanding the Game Features Subsystem
This is an attempt to understand the Unreal Game Features Subsystem. The Game Features Subsystem is used in the Valley of the Ancient and Lyra examples, and in Fortnite, to distribute game assets and functions as plugins.
Diagnosing EQS Error Messages
What does "Listener must have a valid id to update its sense config" mean?
Order of Operations - Variable call sequences using BeginPlay() and OnPossess() for AI Controllers
Delegates in C++
A delegate is a object which can be used to call:
- a specific method on a specific object
- a static function
Looking into Lyra - Action Mappings
How Lyra binds imput actions to gameplay abilities
Looking into Lyra - Activatable Abilties
How Lyra manages which abilities can be activated when
Looking into Lyra - Inputs and the Gameplay Ability System
The aim of this is to examine the source code from the Lyra example provided by Epic Games and to try and identify and document practices and approaches for using c++.
Here we look at use of Gameplay Tags and the Gameplay Ability System (GAS), and try and trace the use of gameplay tags from pressing a button to getting a response in the UI and in gameplay.
Looking into Lyra - Experiences
Examining the source code from the Lyra example provided by Epic Games and to try and identify and document practices and approaches for using c++.
Unexpected Unreal Behaviour
Experiments With Chaos Physics - Using C++
The page PhysicsUsingBlueprints describes the creation of a simple physics example implementing a trebuchet using blueprints.
This page describes implementing the same thing using c++.
Using C++20 with Unreal
UObjects, Generated Classes, and Class Default Objects (CDOs)
This post documents how a UObject functions in Unreal Engine and how the classes generated by the Unreal Header Tool (UHT) work.
Wrapping a third party library using an Unreal Engine Plugin
Unreal Engine supports plugins, which contain code and game content. They can also wrap a third party library (on Windows, one or more .dll files) and allow the functionality of that library to be called directly from C++ and indirectly using Blueprint objects which are part of the plugin.
Creating a Blueprint Node with C++
This post is about creating a new Blueprint node in c++ to rotate an Actor object around a pivot point.
Clang has better error messages
Comparing the error messages created by Clang and by MSVC.
Using the Unreal Engine Json classes
Updated for Unreal Engine 5.0
This document describes the basics of reading and writing Json with Unreal Engine classes. The code here reads and writes elements explicitly rather than reading and writing entire structs at one time. This is suitable for objects which are not using the UCLASS or UOBJECT macros to create reflection data.
Using Slate UI Classes from C++
Using Slate UI Classes from C++
Using Reflection in Unreal Engine
Updated for Unreal Engine 5.0
Reflection is the ability to inspect C++ classes and objects at runtime and gather information about their data types and properties. Normally C++ does not maintain programmer-accessible information about, say, what members a struct or class has. Unreal Engine uses macros such as UCLASS and UPROPERTY to create information about classes, structs, methods, properties, and to make that information available to C++ at runtime.
Installing and Configuring Visual Studio 2022 for Unreal Engine
A brief guide to Visual Studio 2022 setup for working with Unreal Engine