c++
All about Soft and Weak pointers
https://dev.epicgames.com/community/learning/tutorials/kx/unreal-engine-all-about-soft-and-weak-pointers
Custom Gravity in UE 5.4
https://dev.epicgames.com/community/learning/tutorials/w6l7/unreal-engine-custom-gravity-in-ue-5-4
Improving Code Structure with Unreal Engine's C++ Modules
https://dev.epicgames.com/community/learning/tutorials/xJ/improving-code-structure-with-unreal-engine-s-c-modules
ari.games - Ari Arnbjörnsson's website
https://ari.games/
Added 1 year ago
How to extend UGameUserSettings correctly
https://continuebreak.com/articles/game-user-settings-add-custom-ue-cpp/
In this tutorial, we will look at how we can add custom game settings in Unreal Engine 5 by extending the game user setting class in C++.
Added 1 year ago
Gameplay Ability System - Top Down RPG
https://www.udemy.com/course/unreal-engine-5-gas-top-down-rpg/
Create a multiplayer RPG with Unreal Engine's Gameplay Ability System (GAS)!
Added 1 year ago
Unreal Debugging | voithos.io
https://voithos.io/articles/unreal-debugging/
Unreal debugging cheat sheet.
Unreal Engine C++ Project Setup, From Scratch
https://www.youtube.com/watch?v=94FvzO1HVzY
This video demonstrates how to create an Unreal C++ project from scratch, starting from a fresh install of Windows. Along the way, we'll look at the anatomy of an Unreal project and learn a bit about the build system, and we'll demonstrate a Visual-Studio-free workflow.
Modular Game Features in UE5: plug ‘n play, the Unreal way
https://www.youtube.com/watch?v=3PBnqC7TxvM
In this feature video, we’ll take a look at Modular Game Features, a system that lets you inject new content and experiences into your game via a plugin architecture. This allows you to add features without having to create new dependencies within the core game. Join us as we take a close look at the system and discuss different use cases.
Added 1 year ago
Lyra Starter Game Overview | Tech Talk | State of Unreal 2022
https://www.youtube.com/watch?v=Fj1zCsYydD8
In this tech talk, you’ll find out what the Lyra Starter Game is, why we made it, and how you can use it to get a headstart on creating your new cross-platform game in UE5. We talk about what’s included in the sample and the modular development ethos behind it, and give a quick tour of how a gameplay experience is built in UE5.
Mountea Framework
https://github.com/Mountea-Framework
Mountea Framework is a list of tools for Unreal Engine developers. Free to use and ever-growing library. We aim to become a benchmark of open-source projects!
A Taste of Chocolate: Adding a Rendering Fast Path without Breaking Unreal Engine | Unreal Fest 2024
https://www.youtube.com/watch?v=WGv_BjxvJ8M
Faced with the challenge of building massive environments from over 60,000 mesh components, including fields of real-time simulated debris, the engineering team at Creative Assembly needed to find a way to reduce level streaming costs and optimize rendering of unique instances. In this talk, Grant Johnson, Senior Graphics and Engine Programmer at Creative Assembly, will look back at the problems the team faced building these environments in a multiplayer first-person shooter set in space, as well as diving into their solution (dubbed ‘Chocolate Rendering’): a modern geometry renderer injected directly into the engine. This talk will highlight how to reduce level streaming costs and increase unique instance counts while still using the foundations of Unreal Engine. Grant will also specify the team's approach to minimise engine modifications and ensure seamless future integrations.
Added 1 year ago
Ari's Unreal Engine Notes
https://flassari.notion.site/Ari-s-Unreal-Engine-Notes-1a75e43f4014464984d4fae0617e5cef
This is a collection of Ari's personal Unreal Engine learnings, notes, cheat sheets and more which he's made public.
Automagically Incrementing UE Project Version Numbers
https://gamedevtricks.com/post/automagically-updating-ue-app-version/
We’d like to automatically increment our Unreal Engine’s Project Version number every time we build. Any game of any scale eventually has to handle bug reports, binary compatibilities in multiplayer etc etc. A unique build identifier is incredibly useful during development when code changes hourly. Many games watermark screen captures with the build number.
Unreal Engine Upgrades
https://slowburn.dev/dataconfig/Advanced/UEUpgrades.html
A small (and probably incomplete) reference on some upgrade changes.
Added 1 year ago
Extending Tool Menus in the Editor via C++
https://herr-edgy.com/tutorials/extending-tool-menus-in-the-editor-via-c/
Unreal Engine has introduced a new way of authoring editor menus with version 5.0 (I believe). ‘Menu’ here is the umbrella term for different kinds of editor UI; toolbars, context action menus, and so on. The engine module is called, appropriately, ‘ToolMenus’.
How I'm Making My Game Accessible
https://unrealist.org/dev-log-02-accessibility/
Retrofitting a game with accessible features is hard, and this is why many games end up with just a band-aid solution. I want to share how I’m setting up my game to be accessible in a modular way—as Game Feature plugins.
Added 1 year ago
Ex-Epic Dev and UE Veteran doing a Q&A on Reddit.
https://www.reddit.com/r/unrealengine/s/1Criuhwskb
Answers questions about the GAS, data assets, and many other things.
Added 1 year ago
Alex Quevillon
https://www.youtube.com/AlexQuevillon
A great channel about some less-covered features of UE, on the C++ side.
The Unreal Engine Game Framework: From int main() to BeginPlay
https://www.youtube.com/watch?v=IaU2Hue-ApI
What happens when you start up your Unreal Engine game? This video is a guided tour of the Engine's initialization process: along the way, we'll glimpse the high-level structure of the Engine (modules, game instances, local players, and viewports) and we'll see how all the different parts of the Game Framework (game modes, game states, player controllers, and the like) fit together.
Blueprints vs. C++: How They Fit Together and Why You Should Use Both
https://www.youtube.com/watch?v=VMZftEVDuCE
It's not an either/or decision. Learn what makes C++ and Blueprints different, what they have in common, and how to use them together effectively. We'll also learn a thing or two about performance optimization and some basic software design concepts.
Added 1 year ago
Using C++ Timers in Unreal Engine
https://www.tomlooman.com/unreal-engine-cpp-timers/
Unreal Engine Timers in C++. A quick tutorial on how to use timers and bind delegates with unreal engine in C++.
Added 1 year ago
Engine Startup Preload Screens
https://unrealist.org/engine-startup-preload-screens/
An amazing resource on how to create loading screens in UE. Worth noting that copying the Lyra CommonLoadingScreen plugin is a good starter point.
Added 1 year ago
UE4 C++ Interfaces - Hints n Tips
https://www.stevestreeting.com/2020/11/02/ue4-c---interfaces---hints-n-tips/
Tutorial on how to use interfaces defined in C++ in UE4, with some useful practical tips
Unreal’s Garbage Collection Spikes and how to fight them
https://larstofus.com/2024/07/21/unreals-garbage-collection-spikes-and-how-to-fight-them/
Garbage Collection (GC for short) is a very basic feature that is present not only in many Game Engines like Unreal and Unity, but even some programming languages like C# come with it built in.
Added 1 year ago
Celdevs
https://celdevs.com/
A relatively inactive blog, but has some good reading on it on some lower-level systems in UE.
An Unreal Engine Blog by Cedric Neukirchen
https://cedric-neukirchen.net/
Very good resources on multiplayer and networking-related topics.
Added 1 year ago
Unreal Property System (Reflection)
https://www.unrealengine.com/en-US/blog/unreal-property-system-reflection
Relatively old documentation about UE's reflection system. Still useful to grasp the way it works.
Added 1 year ago
Reference Guide to Custom Blueprint Nodes
https://unrealist.org/custom-blueprint-nodes/
Intended as a supplement to https://links.bchrd.ca/links/22. Reference guide for most of K2Node's features
Broken
Improving UE4 Blueprint Usability with Custom Nodes
https://gamedev.net/tutorials/programming/engines-and-middleware/improving-ue4-blueprint-usability-with-custom-nodes-r5694/
A guide on creating custom nodes in UE4 (also applicable to UE5)
Broken
TODO: Replace with Ari's talk once it's out
https://www.linkedin.com/posts/flassari_unreal-fest-seattle-2024-is-on-the-way-september-activity-7229917147206955008-BfG6?utm_source=share&utm_medium=member_ios
Ari Arnbjörnsson: "I’ll be speaking at Unreal Fest Seattle! Come watch my talk where I myth-bust “best practices” in Unreal Engine:
“Are Ticks really that problematic? Should you avoid using the Construction Script? Is the ChildActorComponent truly cursed? Should you never use Cast?
You've probably heard many of these so-called "best practices”. Let's put them to the test and find out which ones are true and which ones are bust!”"
Added 1 year ago
GASDocumentation by tranek
https://github.com/tranek/GASDocumentation
Explains the major concepts and classes in GAS and provides some additional commentary based on their experience with it. There is a lot of 'tribal knowledge' of GAS among users in the community and they aim to share all of theirs there.
Added 1 year ago
Dr Elliot Blog
https://mrdrelliot.github.io/
Dr Elliot has some C++ tutorials on constexpr, networking and low-level allocations.
Added 1 year ago
Voxel Core
https://github.com/VoxelPlugin/VoxelCore
Voxel Core is an open-source plugin with the Core module of Voxel Plugin. It's essentially a layer on top Unreal to make it easier to write high-performance code & customize the editor. Unlike what the name might imply, there's barely any voxel-specific code included here - all of that lives in the other Voxel Plugin modules.
Optimizing the Game Thread | Unreal Fest 2024
https://youtu.be/KxREK-DYu70
In this talk, Tanglewood Games will dive into the Game Thread in UE5 and explore how we can profile and optimize this.
Added 1 year ago
How to customize your Unreal Engine Crash Report Client
https://blog.bugsplat.com/customizing-the-unreal-engine-crash-report-client/
A quick (but very surface-level) tutorial on how to customize the UE Crash Report Client.
Setting up an Unreal Engine Studio the Epic Way
https://dev.epicgames.com/community/learning/tutorials/8JYW/setting-up-an-unreal-engine-studio-the-epic-way
Another great talk and resource by Ari Arnbjörnsson. Good information about how to setup CI/CD, UGS and Perforce, among other things.
Lessons Learned From A Year of Unreal Engine AAA Development | Sumo Digital #SDC2022
https://youtu.be/U0RCO0id1kI
Learn common lessons that any company new to Unreal would benefit from, by Ari Arnbjörnsson.
ben🌱ui
https://benui.ca/
Various tutorials, mostly related to UI. Also reference for UE C++ macros, as well as a collection of links (which he calls bits).
Broken
Unreal Engine C++ Complete Guide - Tom Looman
https://www.tomlooman.com/unreal-engine-cpp-guide/
Get started with Unreal Engine C++ using the complete guide to programming. Unreal Engine has many unique features, let's demystify them.
Added 1 year ago