Unreal Engine
From Andreida
Currently using UE4 (4.10.4)
Links
Blender
- Export Options (so that the object is not lying on the side after Export/Import):
- Forward: Y Forward
- Up: Z up
- Changing the object's origin to its bottom:
- Switch to Edit Mode if needed (Tab). With vertex selection on, choose the center vertex in the bottom. Press Shift+S and choose Cursor to Selected. The 3D cursor will move to the selected vertex. Deselect all and switch to Object Mode (Tab).
- In Tools choose Set Origin and then Origin to 3D Cursor.
- Make sure the object's coordinates are set to 0,0,0. Now the object should be placed properly on the XY plane.
C++
Variable names
If you want to use real variable names but have nice names in the UE editor too, then use meta/DisplayName
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, Meta = (DisplayName = "First Person Camera Component") ) UCameraComponent* m_pFirstPersonCameraComponent;
Logging
In game output of your logging, like chat text:
if (GEngine) { GEngine->AddOnScreenDebugMessage(-1, 5, FColor::Blue, TEXT("AFPSCharacter is being used") ); }
bool log(FString sText) const; bool AYourActor::log(FString sText) const { if (GEngine) { GEngine->AddOnScreenDebugMessage(-1, 5, FColor::Blue, sText); return true; } else return false; }
Misc
Source control
The minimum you have to put under source control:
/Config /Content /Source Project.uproject