This video is so useful, thank you for producing such high quality content!
@StefanJann10 күн бұрын
Thank you.
@stefanocasella707612 күн бұрын
This is exactly what I was looking for, thank you!
@-TOLINSKI13 күн бұрын
I died at the 28:36 "Wer'e real programmers" XDDDD
@troll_kin945615 күн бұрын
If only I had been aware of this 3 years ago when it was released
@user-fg6mq3dg3d19 күн бұрын
Thank youuuuuuuuuuuu!!!!!!!!!!!!!!!!!!!!!!!!!!!!
@xenolit302720 күн бұрын
Pure gold is this video.
@hypercynic21 күн бұрын
This is a great video. Very well made with awesome visuals. As someone who has done basically ONLY coding and has almost always moved away from scripting as soon as I get comfortable in whatever engine I'm working in, it has been hard finally learning Unreal as the blueprint system often seems extremely tedious to me right now. However I know it's pretty essential for how incredibly easy it is to manipulate not just for yourself, but for modding capabilities as well. So I guess it's just a matter of time before I can fully understand the best ways to integrate the two. I waited way too long to finally get into game development after a life of working on sound design, music, 2d graphics+animation, programming, etc. Luckily I guess, I spent years on all of the things required to make games, so it's a matter of just learning an engine inside and out to combine all that knowledge together for a game.
@fshoaps26 күн бұрын
Make a sequel Alex?
@hiddenchallenger99926 күн бұрын
Come back 😢
@the_clown28 күн бұрын
I dont want to have visual studio on my pc is there a way to install all the things unreal needs without installing visual studio?
@izzybang487929 күн бұрын
Wish I found this sooner 🤦🏿♂️
@cs.esmaeiliАй бұрын
very nice video
@dryoldcrabman6890Ай бұрын
holy cow i feel like i just got years of learning unreal in under a half a hour. this was highly useful! thank you
@InzideEntertainmentАй бұрын
25 Minutes? Damn! I've been at it over an hour taking notes as well as going back and making sure to understand everything. Pretty good, I see that multiplayer is C++ mandatory. I finally have a reason to dive into it!~ 3 years later. 😝
@nutellaj1778Ай бұрын
And this all takes 6 days?
@jacktoobseeАй бұрын
Why they created Blueprints?
@tothekneeАй бұрын
Excellent manifesto.
@tothekneeАй бұрын
19:45 - Don't fall into the mistake of trying to shoehorn high level concepts into the CPU. To the CPU, there is no missile. There is no weapon. There is only data and the instructions to act on that data. If it makes sense to instruct the CPU to modify data associated with the weapon via instructions associated with the missile, then do it that way. Don't worry about the business rules, just program the CPU in the most performant, readable, maintainable fashion. Don't fall into the OOP cult. *There is no missile, ONLY DATA.*
@-.._.-_...-_.._-..__..._.-.-.-Ай бұрын
This is great, and it's built in. Why did I ever bother with Unity?
@norlingamesАй бұрын
Top-tier video, thank you very much! Working with Unreal for about 8 years now and did not found anything new for myself, but it really helps to structurize the overall engine flow! I'd wish I saw it back then when I just started xD
@the-nomad-showАй бұрын
This was great! Made me understand why things work as they do in UE, thank you!
@Dnf_JeffАй бұрын
Would love a deep dive into UI. I get so much unexpected behavior sometimes. Thanks for everything!
@florent9555Ай бұрын
I have a question about the part with the dependency problem in code because of two way dependencies: As far as I can research there is no concept of interfaces in c++. There is c# support for unreal engine 5 and I wondere if you could use c# with interfaces so you would program against interfaces instead of using concrete objects directly. For example there could be a function like MissileExploded(IMissile missile) which could take any concrete implementation of the IMissile interface, for example a RocketLauncherMissile or a HelicopterMissile. Or for example an interace IWeapon which kind of defines on a base level what a weapon should have as a minimum and extend on that. For example an IWeapon could have an IMissile as a minimum and the IMissile could be any concrete missile. Would that not be better in terms of reducing dependencies?
@AlexForsytheАй бұрын
Interfaces are indeed a very useful tool for allowing code in one module to interoperate with code from another, without tightly coupling those modules together. C++ doesn’t have an “interface” keyword, but interfaces are still an important and frequently-used concept in object-oriented C++. You simply declare a class with no member variables whose member functions are all pure virtual (e.g. “virtual void foo() = 0;”). In Unreal C++, interfaces *are* a first-class construct, represented by the UINTERFACE macro. It gets a little convoluted because you have to declare two separate types for each interface: IMyInterface is the actual C++ base class that your concrete object classes will implement, whereas declaring UMyInterface provides the editor with a UObject type that can be used in Blueprints etc. For a good rundown of how to use interfaces in C++, see the official docs or this blog post from Steve Streeting: www.stevestreeting.com/2020/11/02/ue4-c---interfaces---hints-n-tips/
@florent9555Ай бұрын
@@AlexForsythe Ok I get it, so you have to declare interfaces in such a way that c++ and the blueprint editor know about it. (Depending on if you even need the interface in the blueprint editor per se). Thanks for your reference, I will read into it.
@griglog1309Ай бұрын
One of the best videos Ive ever seen on youtube
@idiom555Ай бұрын
The video the world needed
@andrefagundes62712 ай бұрын
I've never seen anything so well presented in my life. It baffles me that this guy has only 25k subs for this high-quality content.
@serh0072 ай бұрын
And at 33:38 minutes into the video I realized that this graph looks like the flag of my country, Ukraine ))) thenks, good tutorial!
@fengnian2142 ай бұрын
now, how about rider for ue?
@wyattx0082 ай бұрын
Good video. Up for another?
@swrcPATCH2 ай бұрын
What about client prediction?
@mithril2k142 ай бұрын
This is the video i needed im just upset I found it 3 years late
@joel63762 ай бұрын
The missile knows where it is, because it isn't aware of the weapon. The weapon use a vector..
@yshen_2 ай бұрын
How is this video free?
@Whoaly2 ай бұрын
"The ever affable Mr. Rogers."
@JacobNax2 ай бұрын
Neither blueprints or unreal engine framework (actors, etc) provide any meaningful architecture for specific type of games. You are stuck with a ton of boilerplate and logic that is completely out of context. You are limited to run your code in a specific "random" context meaning that you have no control over which part of the code executes before and after unless you do some serious hacking. While some fanboys here might disagree and try to convince people that you can go around that and that there are tons of UE games out there, just a quick reminder, most of them are done by studios who know what they are doing. For personal use, you might end up confused about why some things don't work the way you expect them to and end up with some "hacks" which seem valid. If you are serious about game development, you should start by reading some well known game architecture books and stop relying on convenient stuff. If you are a rookie, why unreal in the first place? So many popular and easy game engines out there.
@sashawhite67922 ай бұрын
This is horrible. My life is wasted.
@d7ffab9792 ай бұрын
05:50 so many Engine I find that so funny. Count the amount of engine he says
@FraztheWizard2 ай бұрын
Amazing, Thankyou!
@Reziichu2 ай бұрын
BRO! BEAST JUST QUOTED MR ROGERS!!!!
@AliensOnVacation2 ай бұрын
Anyone here after X-men 97?
@jackwhitetron2 ай бұрын
X-Men brought me here😢
@Meech8002 ай бұрын
Beast brought me here.
@dtdt60272 ай бұрын
protect this man at all costs.
@LuizGamingYT2 ай бұрын
Hey, I thought of such a system: Singleplayer game and saving the character, current map, etc. on mysql server where the data will be sent via VaRest plugin to a PHP file which will be a validator whether the character has definitely gained such experience and items and trading in singleplayer game will be possible, because the game will send and receive data, so it will be possible to do chat/trading between players. Can such a solution make sense? It will save a lot of costs, because there will be no need for a dedicated server or vps. Everything would operate on detailed validators. what u think?
Пікірлер
Holy fuck this is so useful
This video is so useful, thank you for producing such high quality content!
Thank you.
This is exactly what I was looking for, thank you!
I died at the 28:36 "Wer'e real programmers" XDDDD
If only I had been aware of this 3 years ago when it was released
Thank youuuuuuuuuuuu!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Pure gold is this video.
This is a great video. Very well made with awesome visuals. As someone who has done basically ONLY coding and has almost always moved away from scripting as soon as I get comfortable in whatever engine I'm working in, it has been hard finally learning Unreal as the blueprint system often seems extremely tedious to me right now. However I know it's pretty essential for how incredibly easy it is to manipulate not just for yourself, but for modding capabilities as well. So I guess it's just a matter of time before I can fully understand the best ways to integrate the two. I waited way too long to finally get into game development after a life of working on sound design, music, 2d graphics+animation, programming, etc. Luckily I guess, I spent years on all of the things required to make games, so it's a matter of just learning an engine inside and out to combine all that knowledge together for a game.
Make a sequel Alex?
Come back 😢
I dont want to have visual studio on my pc is there a way to install all the things unreal needs without installing visual studio?
Wish I found this sooner 🤦🏿♂️
very nice video
holy cow i feel like i just got years of learning unreal in under a half a hour. this was highly useful! thank you
25 Minutes? Damn! I've been at it over an hour taking notes as well as going back and making sure to understand everything. Pretty good, I see that multiplayer is C++ mandatory. I finally have a reason to dive into it!~ 3 years later. 😝
And this all takes 6 days?
Why they created Blueprints?
Excellent manifesto.
19:45 - Don't fall into the mistake of trying to shoehorn high level concepts into the CPU. To the CPU, there is no missile. There is no weapon. There is only data and the instructions to act on that data. If it makes sense to instruct the CPU to modify data associated with the weapon via instructions associated with the missile, then do it that way. Don't worry about the business rules, just program the CPU in the most performant, readable, maintainable fashion. Don't fall into the OOP cult. *There is no missile, ONLY DATA.*
This is great, and it's built in. Why did I ever bother with Unity?
Top-tier video, thank you very much! Working with Unreal for about 8 years now and did not found anything new for myself, but it really helps to structurize the overall engine flow! I'd wish I saw it back then when I just started xD
This was great! Made me understand why things work as they do in UE, thank you!
Would love a deep dive into UI. I get so much unexpected behavior sometimes. Thanks for everything!
I have a question about the part with the dependency problem in code because of two way dependencies: As far as I can research there is no concept of interfaces in c++. There is c# support for unreal engine 5 and I wondere if you could use c# with interfaces so you would program against interfaces instead of using concrete objects directly. For example there could be a function like MissileExploded(IMissile missile) which could take any concrete implementation of the IMissile interface, for example a RocketLauncherMissile or a HelicopterMissile. Or for example an interace IWeapon which kind of defines on a base level what a weapon should have as a minimum and extend on that. For example an IWeapon could have an IMissile as a minimum and the IMissile could be any concrete missile. Would that not be better in terms of reducing dependencies?
Interfaces are indeed a very useful tool for allowing code in one module to interoperate with code from another, without tightly coupling those modules together. C++ doesn’t have an “interface” keyword, but interfaces are still an important and frequently-used concept in object-oriented C++. You simply declare a class with no member variables whose member functions are all pure virtual (e.g. “virtual void foo() = 0;”). In Unreal C++, interfaces *are* a first-class construct, represented by the UINTERFACE macro. It gets a little convoluted because you have to declare two separate types for each interface: IMyInterface is the actual C++ base class that your concrete object classes will implement, whereas declaring UMyInterface provides the editor with a UObject type that can be used in Blueprints etc. For a good rundown of how to use interfaces in C++, see the official docs or this blog post from Steve Streeting: www.stevestreeting.com/2020/11/02/ue4-c---interfaces---hints-n-tips/
@@AlexForsythe Ok I get it, so you have to declare interfaces in such a way that c++ and the blueprint editor know about it. (Depending on if you even need the interface in the blueprint editor per se). Thanks for your reference, I will read into it.
One of the best videos Ive ever seen on youtube
The video the world needed
I've never seen anything so well presented in my life. It baffles me that this guy has only 25k subs for this high-quality content.
And at 33:38 minutes into the video I realized that this graph looks like the flag of my country, Ukraine ))) thenks, good tutorial!
now, how about rider for ue?
Good video. Up for another?
What about client prediction?
This is the video i needed im just upset I found it 3 years late
The missile knows where it is, because it isn't aware of the weapon. The weapon use a vector..
How is this video free?
"The ever affable Mr. Rogers."
Neither blueprints or unreal engine framework (actors, etc) provide any meaningful architecture for specific type of games. You are stuck with a ton of boilerplate and logic that is completely out of context. You are limited to run your code in a specific "random" context meaning that you have no control over which part of the code executes before and after unless you do some serious hacking. While some fanboys here might disagree and try to convince people that you can go around that and that there are tons of UE games out there, just a quick reminder, most of them are done by studios who know what they are doing. For personal use, you might end up confused about why some things don't work the way you expect them to and end up with some "hacks" which seem valid. If you are serious about game development, you should start by reading some well known game architecture books and stop relying on convenient stuff. If you are a rookie, why unreal in the first place? So many popular and easy game engines out there.
This is horrible. My life is wasted.
05:50 so many Engine I find that so funny. Count the amount of engine he says
Amazing, Thankyou!
BRO! BEAST JUST QUOTED MR ROGERS!!!!
Anyone here after X-men 97?
X-Men brought me here😢
Beast brought me here.
protect this man at all costs.
Hey, I thought of such a system: Singleplayer game and saving the character, current map, etc. on mysql server where the data will be sent via VaRest plugin to a PHP file which will be a validator whether the character has definitely gained such experience and items and trading in singleplayer game will be possible, because the game will send and receive data, so it will be possible to do chat/trading between players. Can such a solution make sense? It will save a lot of costs, because there will be no need for a dedicated server or vps. Everything would operate on detailed validators. what u think?
You can ALMOST see his tats. Crazy
Why did Tiny say this?
유익한 정보 감사합니다.