I’m working on a multiplayer project and I have a simple inventory system working. I’ve been working on learning how to use C++ with UE4 (not learning C++, I’m good on that) but it’s taking a lot of time. I’m thinking about getting lot of the game done in blueprints quickly and then slowly converting each class to C++.
What has become especially time consuming is the UI.
I’m not completely familiar with the work flow for UE4 so I can’t really foresee any big issues. Do people do this? Will this cause a lot of problems later on?
If I remember correctly from a livestream from Epic, they create prototypes in BP and then convert them to C++ once it starts getting too complicated. I think it was about Paragon.
Do you know how I would go about doing UI for multiplayer in C++ though? It’s the only thing worrying me. I can’t use GameMode (which all tutorials use) because that only runs on the server, and I have tried creating and adding a widget to the viewport from my Character.cpp but it doesn’t show up. Is there something simple I’m missing? Kind of just bothering me that I can’t figure this out haha.
Otherwise, thank’s a ton. I’m gonna get started on the prototype!
Well, I’m not sure. I don’t think I have personally seen any tutorials that deal with creating widgets from C++. They are always created in the game instance and called from there in blueprints.
The game instance is created whenever the game first loads and I don’t believe ever unloads. So you can store variables and events there that can be called anytime. Like asking the game instance to open a menu when you press ESC.
You should also look into “nativization”. It’s a quick and dirty way of turning blueprints into C++ code. It does well enough that some things won’t require a manual conversion