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 :slight_smile: ) 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++?

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.

Thanks a lot CleanCut you are my savior… :smiley:

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

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.

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

…helpful…indeed

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