Why Building a C++ Component in Unreal Engine is Easier Than You Think!
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Published 2023-12-13
We will create our first Actor Component in this Video. This Video will teach you how to create variables and how to assign variable values inside the property window. It's not just a lesson, it's the beginning of your thrilling C++ Odyssey in game development with Unreal Engine!
Important URL's:
- How to setup VSCode for Unreal Engine C++: docs.unrealengine.com/5.0/en-US/setting-up-visual-…
- ActorComponent Class Templates: github.com/ascripture/UnrealClassTemplates/blob/ma…
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#cpp
#unrealengine5
#gamedev
#programming
#development
All Comments (21)
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To all the people commenting that Unreal looks cumbersome and difficult to setup even a single class that's due to the way the creator approached it. There's absolutely no reason to create your own .h and .cpp in VSCode the way he did. If he had just taken the first approach of creating a class through the editor he would have a working class without any include errors skipping all the additional steps. It's a REALLY strange approach to take based on the title of the video. But I think the idea was to introduce exactly what is happening and explaining the code step by step so you actually learn what's going on. If this was titled something like, What is happening in Unreal C++. Or something like that, expectations would have been better met.
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Hope you get more views, the quality and content of the video is great. Keep up the good work!
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Awesome work! I will be waiting for the next videos!!!
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Good job.
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these videos are really good
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bro, this is exactly what i've been looking for i am so happy lol i've been working in unreal for a year and learned BP but only recently decided to learn C++ over the last few weeks, the only issue is that i don't exactly understand HOW to use it in unreal, this may be exactly what i've been looking for i am so excited!!! i really hope that it's what i mentioned lol because i tried making a new project in C++ and was so confused by how it even works, like opening a project the next time was confusing, i THINK you have to open up visual studio first, and then compile the cpp file, OR in the project, compile via Live Coding first, i don't know.... thats what i mean lol... please please cover those aspects! i've subbed and hit the bell!!
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Can you make video where you setup vscode for ue5
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Thanks for your work! I'm new to Unreal Engine, but I'm wondering why in every tutorial I see online the flow is to change code -> start debugging from IDE -> wait for Unreal Engine to start up -> test the code. So my question is: isn't the "live coding" feature good enough? In my workflow I keep Unreal open all the time, then apply some changes to the C++ code in the IDE, hit
to recompile all and the Unreal popup for the live coding shows up, telling me that it has patched the code in real time. Is this workflow sustainable? (BTW I'm using Jetbrains Rider as IDE, but I found this workflow working also with Visual Studio Community, except for when updating plugins code) -
Really clear video, keep it up ! Maybe I would remove the music, if I want to listen music I can add it, if I want to focus I usually prefer having only the voice (mostly because english is not my first langage)
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Thank you so much for creating these videos! :face-red-heart-shape:
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For me it says that there's no compiler found, but i have c++ in visual studio code. Did someone also have this problem?
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Hi, thanks for this video. Can you please explain to me how to use unreal with Visual Studio Code. I'm using Visual Studio but it has some build issues and also it made me install a lot of stuff to use it with unreal
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Also is there a certain sequence of things such as first open unreal, click refresh vscode, then open then make changes, then build, then apply changes in unreal?
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awesome video, thank you for sharing. Its so sad that its giving so much problems to create a simple code. requires to restart, recompile etc to make everything look clean. i really hope ue fix this one day or maybe make its own IDE inside the ue without all these problems.
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also on 5:10 when you said to close the engine and then recompile, did you mean close unreal then clicking the build solution option?
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I don't understand my issue, i created 2 files, one cpp and one header (no errors at all) but when build my project i get build errors, how does that make sense
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You created a new blueprint class and drag that component to the map. Can this part be achieved with coding as well?
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👏
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which mic you use bro
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I want to make a voxel game in UE5 but most of the resources are in unity or I need to use a plugin. doing it myself is probably out of the realm of my ability lol