Just switched from Unity to Unreal - Completely lost with C++ and so confused
Let me start out by saying I am well experienced with C# in Unity, in case anyone thinks I should use blueprints. To be completely honest, I don't like blueprints. That is, using it for everything. But I want to start out simple and there are no C++ tutorials. Am I the only one in the world who prefers C++? No one has a decent tutorial that explains what things are doing, they all just type and type and don't explain what each line of code is doing. Not only that, but with Unity it's so much easier to get help. You just google, "Unity player movement" but when I google it for Unreal I get either blueprints or demonstrations of someone else's character controller.
Can someone point me in the right direction to get started with Unreal C++?
We have a couple of documents to help people transitioning from Unity to UE4:
The links above explain the UE4 equivalent terms, classes, and functions for someone coming from Unity, and include both C++ and Blueprint examples.
In terms of learning how to create more complex features, we have a number of example projects available (both in C++ and Blueprints) that demonstrate a variety of engine features.
Hopefully this helps you get started, but if you need help on a specific feature then please feel free to ask on AnswerHub or the Forums and someone will likely be able to help you further.
Using Blueprint to begin with is the best way to familiarize yourself with the API. You'll learn Unreal and C++ in Unreal faster if you Blueprint for a while first, as opposed to jumping straight in.
Blueprint is designed to be used in conjunction with C++, so don't write it off. See ShooterGame for example. Even the most hardcore C++ programmers usually prototype in Blueprint first.
answered Feb 05 '16 at 01:26 PM
There are a couple possibilities for what is going on.
First though. What do you need to extend the InputComponent for?
What version of the Engine are you using?
You are using a constructor, which isn't necessary, but, if it is used you need to use the FObjectInitializer. Here is a link to a thread discussing it: forum link
Here is the document on InputComponent: Doc Link
I'm not sure that this tick is being called on this, you may need to extend FTickableGameObject, not sure since it's a component. PlayerInput is what manages these and it looks to be purely event driven. link text
answered Feb 06 '16 at 01:53 AM
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