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;
owner / client /server
The instance that spawned the class is always ROLE_Authority. If an Actor is spawned on the client, the client is the authority. -- OmaManfred
OmaManfred::
And concerning the owner stuff: When you spawn an instance of a class on the server FOR Client A, you have to set him as the owner. FActorSpawnParameters params; params.Owner = PlayerAPlayerController; SpawnActor<Class>(Class:StaticClass(),params); Then on Client B you can say IsOwner(PlayerBPlayerController), which should return false.
Logging
The following is just a copy/paste/change from the UE4 wiki and was really done from different persons, I am just using the work of different people here. Put it in a Log.h and include it into your <your_project>.h file before the #include "Engine.h". Because <your_prject>.h is in every of your files, you will now be able to use these macros in every .cpp file.
#pragma once #include "Log.h" #include "Engine.h"
// macros
// - LOG_LINE
// - LOG -> output log
// -- LOG("text");
// -- LOG("text %s %f %d", "text", 1.2, 5);
// - print -> screen
// -- print("text");
// -- print("text %s %f %d", "text", 1.2, 5);
#if _MSC_VER
#define FUNC_NAME TEXT(__FUNCTION__)
#else // FIXME - GCC?
#define FUNC_NAME TEXT(__func__)
#endif
#define LOG_LINE UE_LOG(LogTemp, Warning, TEXT("%s, file: %s, line %d"), FUNC_NAME, *FString(__FILE__), __LINE__);
//#define LOG_NULL(s, p) UE_LOG(LogTemp, Warning, TEXT("pointer %s %s"),s, (p?TEXT("ok"):TEXT("null") ) );
#define PRINT(format, ...) \
{ \
const FString sFunc = FString::Printf(TEXT("%s"), FUNC_NAME); \
const FString sText = FString::Printf(TEXT(format), ##__VA_ARGS__); \
const FString sMsg = FString::Printf(TEXT("%s() : %s"), *sFunc, *sText); \
if (GEngine) GEngine->AddOnScreenDebugMessage(-1, 5, FColor::White, sMsg); \
}
#define LOG(format, ...) \
{ \
const FString sMsg = FString::Printf(TEXT(format), ##__VA_ARGS__); \
UE_LOG(LogTemp, Warning, TEXT("%s() : %s"), FUNC_NAME, *sMsg);\
}
Misc
Source control
The minimum you have to put under source control:
/Config /Content /Source Project.uproject