Unreal Engine
Classes and their responsibilities, subsystems, lifecycle, tooling, plus C++ and debugging in day-to-day Unreal Engine development.
Unreal from the inside. Data flow, Gameplay Framework, editor, build pipeline.
Insight
Unreal Engine can do an enormous amount, but its learning curve is steep. These notes come from day-to-day work: I write down the problems that I run into and the solutions that work.What I don’t cover here:
- general software architecture unrelated to UE,
- or game design and game production.
Subtopics
Gameplay Framework
The foundations of the engine: actors, components, lifecycle, tick, input, replication. The things you simply need a handle on if you work in UE.
C++ in Unreal
C++ patterns specific to Unreal: macros, delegates, TArray/TMap, smart pointers, naming conventions.
Editor & Tooling
Automation, custom editor tools, the asset pipeline, Slate/UMG.
Summary
This hub grows as I learn. If something is missing here, it may be that I have not written it up yet β or that I am writing it right now.A tickable UObject β how to build one, what to keep in mind
Subsystem and manager actor lifecycles β who, when, and in what order
Set Timer by Event with Time = 0.0 never fires
A Blueprint node tooltip stops at the first @param
Casting to an interface misses Blueprint implementations
ShouldCreateSubsystem and the subsystem class hierarchy
Movie files in Content/Movies stay outside the pak β the two fields that change it
A dispatcher broadcast from inside a handler does not see later bindings
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