This is a minimum to learn in order to carry Unreal Engine(UE)/C++ related project work
(work in progress to add reference materials, demo codes, and reference):
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Unreal BP has a built in feature to shoot out box shape ray tracing for debugging purpose. This is the official material from Epic. A video demonstrates how to set up Box trace by channel.
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In order to apply a function globally available to other BPs globally, there’s a solution called BP function library.
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In order to make parameters available on other BPs globally, there’s a solution to make the variables available via a BP actor.
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This demo walks you through how to set ray tracing using BP.
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MathWorksSimulation plugin allows you to transfer ray tracing information to Simulink for co-simulation. Check the compatible Unreal version for plugin installation.
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There’s a radar HUD demo which you might find some insights for different HUD implementation.
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For ray tracing, collision type setting is important for other players. Please see this detailed information.
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This reference explains how to make C++ class accessible by BP.
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This is the form when you want to report a UE bug to Epic games. Before submitting a bug report, you can search here if your issue is already reported by someone else.
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In order to utilize input command via keyboard or mouse to move the player, consider this material.
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This material explains about lighting property setting.
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When you want to know about the class inheritance hierarchy, please check Unreal official documentation. For instance, you will see the inheritance at the top header file.
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This does explain array container in UE. You can find some insight how the array works in BP from this documentation as well.
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This describes how to remove unwanted C++ class from unreal project.
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When you build code from VS, check this out first.
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This describes directory structure. The bottom line is, you can remove build/binary/intermediate/saved folders when you recreate visual studio code file.
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This describes how to control viewport.
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This does describes UE gameplay framework.
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This shows a good example of .gitignore which works for Unreal file structure.