ysaie

31 / ⚧ / code, music, art, games

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🌸 many-shaped creature
✨ too many projects
🚀 cannot be stopped
🌙 stayed up too late
:eggbug: eggbug enjoyer
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header image: chapter 8 complete from celeste
avatar: made using this character builder


📩 email
contact@echowritescode.dev

like, the toolbox feels more or less fleshed out now? i'm still not as fast as i want to be, but i can more or less figure out how to get from A to B

concepts/tools i have found very important:

  • dynamic multicast delegates
  • the object model / memory manager
  • game instance subsystems, world subsystems, and game modes
  • components, "component provider" interfaces, and meta=(MustImplement=...)
  • UMG widgets and meta=(BindWidget)
  • actors, pawns, characters, and character controllers
  • modules and plugins (very similar but not the same)

this feels like the "core" of UE, like nodes and scenes in Godot or GameObject in Unity.

it's a lot more base level Stuff to keep track of, but i kind of like that there's purpose-built places to put, for example, "a bunch of functions and state i want to be callable from anywhere and reloads on each level load", as opposed to having to kludge that together from the GameObject system in Unity. i think the implementation in UE is messy, but i do appreciate concrete, heterogeneous APIs that have a more domain-focused design and nomenclature than just, "here's a Bucket where you can put State and Behavior"

i still think the UX could be a lot better, but i think i'm mostly over the "everything is a footgun" hump :eggbug-relieved:


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