After spending 10 minutes rummaging through documentations and Google, I finally succeeded in downloading the actual engine.
I was too focused on the orange button in the left pane, that I didn't try clicking on "Library", which is where I can choose to download the Unreal Engine version of my choice.
Simply click on "Add Versions" (hard to miss with its ...
Yes, professional games use Blueprints.
Some use a mix of C++ and Blueprints. We use both on Dead by Daylight.
One of the great things about Blueprints is that non-programmers can get access to the ability to script behaviors. Not every project will use them this way, but it's one of the reasons they were designed. They replaced UnrealScript as the means ...
You don't need to use C++ for anything as far as I know. Its more of a matter of preference. If you are a programmer, you might do things faster in code, while some might prefer blueprints.
The runtime performance difference is there, but is usually negligible, so don't have that in mind too much.
Bottom line, ideally, you would prefer C++ when you are ...
Sometimes you might want to store your savegame data somewhere else than on the users hard drive. You might offer a cloud save service, for example. In that case you would use SaveDataToMemory to create a savegame in a memory buffer and then send that memory buffer to a server via network.
Another possible use-case could be to always keep the last savegame ...
A little anecdote from outside the games industry: We use UE4 for architecture visualization in VR.
While I'd rather have most things built in C++, we also use Blueprints heavily for all kinds of "additional logic" like light switches, doors, etc.
It's been this way for a little over two years now and I was the only programmer at the start of this endeavor....
From their website
Full Source Code Access
With C++ source code for all of Unreal Engine 4, you can customize and extend Unreal Editor tools and Unreal Engine subsystems, including physics, audio, online, animation, rendering as well as Slate UI. With complete control over engine and gameplay code, you get everything so you can build anything.
In Unreal Engine the base class used for every reference counted or garbage collected object is UObject. UObject is the base for classes like UActorComponent, AActor, APawn, AGameMode, etc. almost every single class in the entire engine.
UClass is also a UObject based class. UClass is a class that is used for meta/reflection.
Meta/reflection allows you to ...
There is no correct or incorrect answer to this question. There are so many factors to consider, that the only one who can actually answer that question is yourself.
Keep the following in mind:
The more integrated the headset is into gameplay, the sooner you probably need to add support: Not every game can benefit from a headset, and some are even ...
I'm not familiar with unreal-4, but perhaps you are looking for OnActorBeginOverlap?
Relevant documenation: https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/GameFramework/AActor/OnActorBeginOverlap/index.html
The remarks say:
Called when another actor begins to overlap this actor, for example a player walking into a trigger. For events when ...
According to this link
WHAT IS UDK?
Unreal Development Kit was the free edition of Unreal Engine 3. It remains available for teams completing projects in UE3. Get UDK (February 2015 UDK).
So you want to avoid using UDK and use Unreal Engine 4
With any asset with UV coordinates, it's good practice to have parts that need more detail take up more area than parts that don't (usually, anyway). So you can have the UV coordinates for the detailed parts of your normal map scaled quite large, and the UVs for the less detailed parts scaled quite small.
You can also have two different sets of UV ...
I have managed to sort it out. Basically I have to use an Actor Iterator which iterates through every Obstacle object in the game world. Here is the code:
for (TActorIterator<AObstacle> ObstacleItr(GetWorld()); ObstacleItr; ++ObstacleItr)
if (MyCharacter->collectedPickUps >= requiredAmountOfPickups)
Although usually questions like "what software is better" are off-topic, because the answer is almost always "try them all, and pick your favourite", I think this one could be an exception so I'll attempt to answer it.
From my experience, Godot does not have low performance on Linux. I have one of the cheapest laptops on the market, and run Arch Linux, and ...
This depends on how good the compiler is at optimizing the code. I'm inclined to say it is good if not very good.
However, if you want to be sure, you got to do the experiment. Measure both versions with a profiler and see what comes up on top.
Your job is not to optimize code, it is to make a system (a game in this case). If you go ahead and do that, and ...
And there is rarely a need for exact physics replication.
You mention multiplayer in your tags.
Generally, in a multiplayer game, the physics and game logic is performed by one instance, which can be the server hosting the game, or one of the client that hosts the game.
Each simulation step, that authority, the server, performs logic update and ...
Have you taken a look at the official UE4 Tower Defense sample/tutorial?
That sample demonstrates a UE4 project where the player is not associated with any one in-game character, instead providing building orders and high-level AI directives.
Physically-Based Rendering (PBR) is really a modern tag people use to refer to the trend of making the rendering system "correct" with regard to the real-world physics of light interacting with surfaces, rather than an exact definition of a full rendering system. In other words, I would say PBR is more a definition of the aspiration of the system than what ...
I believe UE4 network architecture is roughly the same as in prior versions of Unreal Engine, perhaps with minor refinements, and goes back to the very first version of Unreal Engine.
This is a client-server system with very little difference between Unreal server and clients. They run the same game simulation code, potentially even the same executable with ...
The poor performance in the widget editor appears to be a bug. However, keep in mind that your system does not meet the recommended specs suggested by Epic for developing using the engine;
Desktop PC or Mac
Windows 7 64-bit or Mac OS X 10.9.2 or later
Quad-core Intel or AMD processor, 2.5 GHz or faster
NVIDIA GeForce 470 GTX or AMD Radeon 6870 HD series ...
The error message you're getting is that the game is trying to cast to the tower and failing. The Destroy part of your code is also getting run because of the text on screen says so.
You need to make sure that after the tower is not being cast to after it has been destroyed. The easiest way to do this is to set up a new boolean (bTowerIsDestroyed) and set ...
Breaking down what the editor provides and how you can side-step its usage:
Technically this is something that Visual Studio is providing but still important. Compiling Unreal is non-trivial and involves invoking the Unreal Build Tool to generate some code (supports things like reflection, blueprint interfacing etc...). Doing this without using ...
All free rigid bodies will rotate about their center of mass, so you're kind of stuck in that regard. However there are two options:
Implement an artificial pivot (specify the coordinate that you want it to pivot about) and do summation of moments about that point. This would require a modification to existing physics fxns, or a new fxn.
Temporarily store ...
I know they're planning to un-hardcode Gravity [Source: I'm a moderator on the official Unreal Engine forums, I know things ;)] but the best way is to either add force in the direction you want or set the player to "Flying" mode and push him about with Launch character / Add force.
This is the only way without altering source code (Until they un-hard code ...