Does anyone here use UE4 to develop small games? If so, what's your development workflow like for game logic?
Does anyone here use UE4 to develop small games? If so, what's your development workflow like for game logic?
https://www.udemy.com/unrealcourse/learn/v4/overview - a bit slow, but there is tons of content
https://www.udemy.com/unrealmultiplayer/learn/v4/overview - building an online game with Unreal turned out to be stupid hard for me, and this has paved the way
https://www.youtube.com/channel/UCRnPBe1tJpXA0lccx_U1mww - UnrealGaimedev is amazing. I have so much thanks for his videos
With those, I have built some simple games. One of the things that I have found interesting is that the visual programming of UE4 can accomplish way more than I thought it was capable of. If you're getting started, I'd recommend not even touching C++ because the visual programming stuff is powerful enough for pretty much everything you would need in a hobby game.
I found the visual programming language frustrating to use and reason about. While I loved the discoverability of working with blueprints (it is easy to find new nodes), I found that actually working on game logic quickly devolved into an unmaintainable mess of literally, spaghetti code. It was great for prototyping, but horrible at actually building something maintainable and understandable. Reading other people's blueprint setup is even worse.
I found the workflow even more frustrating. Blueprints are stored as uasset binaries, and as such make traditional version control impossible. Changing a single default parameter in a blueprint rewrites the entire file, and can not be diffed, merged, or reviewed, making git/p4 log nearly useless.
I know there is a builtin diff/merge in the editor, but it's pretty limited and I would say it's quite a far cry from what "normal" developers are used to in other parts of the software world.
I have since switched to using mostly C++, and only using blueprints for derived Actors to set up art (meshes, materials, etc). It's definitely slower to set up than using the blueprints. I'm not happy about being back in a place where segfaults can happen; the compile-play-crash-restart cycle is much longer than it should be. I'm not a huge fan of C++, warts and all. In return, however, I can actually read the code, grep it, review it, etc. Do "all the things" you're supposed to do as a good software engineer. I really don't know how the AAA game studios are managing real games with blueprints, I kind of doubt they are.
At least as an experienced software developer but amateur game programmer, I found it much more comfortable to sit down with C++ and learn their API, than it was to perform game logic by dragging around 'foreach' boxes and doing arithmetic by crossing lines.
At least this would allow diff, merge, and code review with standard tools.
I also tried Git LFS and it is a hot mess.
Even ignoring the distributed aspect of git, the things I loved as a solo developer was immediate branching, a sane way of merging, and things being fast because there was no server to talk to (coming from SVN and CVS).
Now that I think more about it, I think some of the game studios I'm familiar with were using Git for the engine and artists were using Perforce for their assets.
Besides that, read the docs and learn UE's concepts of actors, components, blueprints (prefabs), actor inheritance, pawns, and controllers. Then when you want to add some C++, make C++ base classes for your blueprint classes so you put some functionality in each.
Epic has great docs, this one might be a good place to start if you have Unity experience: https://docs.unrealengine.com/en-us/GettingStarted/FromUnity
though you can't use unreal-JS for iOS apps (uses v8)
I made a lot of getting started resources and cheatsheets to help newcomers such as a C++ Cheat Sheet[2] and a Blueprint Cheat Sheet[3].
[2] https://uecasts.com/resources/unreal-engine-c-plus-plus-chea...
[3] https://uecasts.com/resources/unreal-engine-blueprint-cheat-...