Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Are there any good references/tutorials for pure C++ implemented UE games?

For the last three months I've been working to convert my blueprint implemented single player game prototype to C++ due to several important reasons. Although blueprints are good for rapid prototyping, they are i) very hard to debug, ii) very hard to refactor and iii) according to my performance tests are roughly 200 times slower than pure C++ implementation.

Blueprinting may be ok for short-term projects but for long-term projects it is rather obvious to me that the game should mostly be written in C++. Cosmetics functions may still be exposed to the editor and left to the artists to implement.

I've realized that it is very hard even to convert blueprint code to C++ because of weak documentation on C++ side. Don't get me wrong. The engine code is very well documented. But it is the interactions between classes and UE specific concepts which are weakly explained. Except for like 5-6 basic tutorials, good sources on UE C++ programming is almost non-existant. And for the last 3 months I had to mine every single bit of information from the engine code documentation and from the forums ( thanks to Rama :) ) and I had to glue them together to make something that works...

I would like my game to be multiplayer in the future. So I would like to come up with a design that inherently supports multiplayer. Basically I don't want to get stuck in a dead end and throw away all my code and design and start all over again after putting like 5-6 months of effort into my project.

Which classes are replicated over the network automatically? What should be a good approach for coding multiplayer games? Are there any good patterns to follow?

Most important of all is there a complete multiplayer UE C++ game implementation resource (a book, a long tutorial, just anything) which clarifies how the classes like PlayerStates, GameStates, GameMode, PlayerControllers, AIControllers, Pawns, Character should interact with each other. What are the rules? what are the restrictions? What are the issues, best practices etc?.

Or is there a red book/blue book (like OpenGL's) for the Unreal that includes every bit of information one should know about every class in the engine.. with sample codes etc.

What is the optimal path in mastering UE C++?

Product Version: UE 4.14
more ▼

asked Jan 18 '17 at 03:45 PM in C++ Programming

avatar image

154 17 20 39

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

2 answers: sort voted first

With regards to networking, what you are looking for is eXi's Network Compendium.

Epic seriously ought to hire eXi to write documentation for them (with an editor to help him polish up his english).

I, myself, would also love a good comprehensive way to learn UE C++ in general. I am also learning it in bits and pieces.

more ▼

answered Jan 18 '17 at 04:05 PM

avatar image

2.1k 67 84 77

avatar image CleanCut Jan 19 '17 at 07:11 PM

Great! I'm glad you liked it. Don't forget to click the checkmark next to this answer to let other people know that your issue has been resolved.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

Thanks a lot CleanCut you are my savior... :D

I've read eXi's Network Compendium and it is indeed very helpful.

more ▼

answered Jan 19 '17 at 08:34 AM

avatar image

154 17 20 39

avatar image Moonmana Mar 12 '17 at 03:48 PM

Not Found The requested URL /Downloads/UE4_Network_Compendium_by_Cedric_eXi_Neukirchen.pdf was not found on this server.


avatar image CleanCut Mar 12 '17 at 08:28 PM

@Moonmana feel free to contact eXi on the forums and ask where the PDF went.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question