#indiegame #UE5 #ControlRig #animation #devlog
#indiegame #UE5 #ControlRig #animation #devlog
youtu.be/pIPg9a4mCeU
tutorial and model by: Lincoln Margison
www.youtube.com/watch?v=E23z...
#gamedev #indiegame #UE5 #devlog
youtu.be/pIPg9a4mCeU
tutorial and model by: Lincoln Margison
www.youtube.com/watch?v=E23z...
#gamedev #indiegame #UE5 #devlog
I finished adding multiplayer replication to my building system. Item data is driven by a DataTable, placement is server-authoritative, and clients sync via RepNotify using only item IDs and transforms, keeping everything efficient and in sync.
I finished adding multiplayer replication to my building system. Item data is driven by a DataTable, placement is server-authoritative, and clients sync via RepNotify using only item IDs and transforms, keeping everything efficient and in sync.
It's a fully modular, data-driven system that uses a single Blueprint to spawn instances at runtime. It supports grid-snapped and freeform placement, along with an edit mode for modifying objects without respawning.
youtu.be/-3vrsUvIXhs?...
It's a fully modular, data-driven system that uses a single Blueprint to spawn instances at runtime. It supports grid-snapped and freeform placement, along with an edit mode for modifying objects without respawning.
youtu.be/-3vrsUvIXhs?...
headers only need this “promise” when storing pointers or references, while the .cpp includes the full header so the compiler knows the class details when compiling function logic.
headers only need this “promise” when storing pointers or references, while the .cpp includes the full header so the compiler knows the class details when compiling function logic.
Concepts covered:
Enhanced Input for movement
Forward declarations
Components
Today’s toughest concept was forward declarations.
I’ve shared my current understanding in the reply below.
Concepts covered:
Enhanced Input for movement
Forward declarations
Components
Today’s toughest concept was forward declarations.
I’ve shared my current understanding in the reply below.
Concepts covered:
Overloading Variables and Functions
Templated Functions
Exposing Variables and Functions to Blueprint
Custom Header Files
DefaultSubObjects
UPROPERY Specifiers
Concepts covered:
Overloading Variables and Functions
Templated Functions
Exposing Variables and Functions to Blueprint
Custom Header Files
DefaultSubObjects
UPROPERY Specifiers
Concepts covered:
Basic Unreal setup: UCLASS(), UPROPERTY(), UFUNCTION(), GENERATED_BODY().
-Module macros (MYGAME_API).
-Header vs. C++ files.
-Virtual functions, overrides (polymorphism).
-Scope resolution operators.
-Pointers and null pointers.
Concepts covered:
Basic Unreal setup: UCLASS(), UPROPERTY(), UFUNCTION(), GENERATED_BODY().
-Module macros (MYGAME_API).
-Header vs. C++ files.
-Virtual functions, overrides (polymorphism).
-Scope resolution operators.
-Pointers and null pointers.
youtu.be/nYGnKgdpPJM
youtu.be/nYGnKgdpPJM
youtu.be/AsvLT8R5gO0?...
youtu.be/AsvLT8R5gO0?...