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Game Development & Unreal Engine Programming Guide

Home Page: http://ikrima.dev

License: MIT License

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unreal unreal-engine ue4 gamedev guide programming unrealengine houdini houdini-engine houdini-digital-assets

gamedevguide's Introduction

Game Development Notes

site build: mkdocs-build
site live: ikrima.dev
site repo: github.com/ikrima/gamedevguide

Wut is this

These are my personal notes from the past 4 years that I'm transforming from our internal dev onboarding guide.

I'm aiming to process about one section a day since the conversion from onenote/evernote/confluence is lossy and needs a final human pass to clean up little niggles.

You can subscribe to the repo for updates

Site Build Instructions

  • Originally built with gatsby, migrating to mkdocs
  • My notes related to the webdev of the site are in the gitrepo/docs folder
  • Webdev is pita. I never use the live site anymore so ymmv; your best bet experience is cloning and opening locally

Current Conversion Status

Restarting of rationalizing all notes/guides into one place...

  • Programming
  • Graphics
  • OneNote
  • Notion
    • export to obsidian
    • clean and integrate

Finished Conversion

  • Conversion scripts from onenote/trillium to custom central store
  • Houdini
  • UE4
    • Environment Setup
    • Build Guide
    • Packaging
    • Source Control
    • Gameplay
    • Editor Extensions
    • Tooling
    • Engine Programming
    • Rendering

gamedevguide's People

Contributors

bettse avatar brambow avatar cvluca avatar dependabot[bot] avatar erikarvstedt avatar exkazuu avatar hzq0914 avatar ikrima avatar linqen avatar matthaios avatar sabberworm avatar

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gamedevguide's Issues

Programmatically feeding UE's reflection system?

I just found your article about the reflection system and it's a good starting point for a research I am doing for making Rust available in UE. I just would like to ask you: Do you know if there is any way to programmatically feed the reflection system? Something like this:

UCLASS()
class AExample : public AActor
{
	GENERATED_BODY()	
public:
	AExample ();

	// THIS IS COMMENTED OUT UPROPERTY(EditAnywhere, BlueprintReadWrite)
	float Speed = 1.0f;
};

AExample::AExample() {
  ReflectionSystem::AddProperty(&Speed, "EditAnywhere, BlueprintReadWrite");
}

Help With Custom OSS Setup

Hi @ikrima ,
Came across your custom OSS guide found here: https://ikrima.dev/ue4guide/networking/online-subsystem/using-multiple-custom-online-subsystems/

I found myself in a similar situation. We would like to setup a custom OSS to handle Oculus, Pico, Steam subsystems, ... I'm finding it difficult to start, I was hoping I can pick your brain on how to go about setting this up.

Is creating a new OnlineSubSystem class the idea? Inheriting from Epic's OnlineSubSystem.h

Last pull request breaks the build

@Matthaios - looks like gatsby build process failing bc document/window isn't defined available from these pull requests

SidebarContext.js: const el = document.querySelector('.ant-menu-item-selected');
&& const getAllKeys = function(tree, keys)

Repo:

npm run build 

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