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Make Unreal Engine Game User Settings BETTER with SIMPLE C++ | Beginner Tutorial 

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27 авг 2024

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Комментарии : 36   
@seanmenzies1986
@seanmenzies1986 7 месяцев назад
If anyone else's settings are still returning none in blueprints despite seemingly entering the correct line in DefaultEngine, you can choose the class manually by going into Project Settings -> Engine -> General Settings and changing Game User Settings Class manually. Great tutorial!
@imyokoyoko
@imyokoyoko 8 месяцев назад
I don't get how this video isn't more popular, this is the proper way to make it and i think that Epic Games should do documentation to explain this kind of things.
@fidel_soto
@fidel_soto Месяц назад
Thank you, very helpful.
@damianm.8736
@damianm.8736 Год назад
Switching from BP-only dev, I'm constantly being amazed how much C++ has to offer
@subject8332
@subject8332 11 месяцев назад
Learn it, it is really powerful!
@edusilveira777
@edusilveira777 3 месяца назад
great video, and straight to the point! also, I loved the constructor values you set for the properties lmao
@Neon30
@Neon30 6 месяцев назад
haven't seen good code on the youtube for long time but this video is god dn made good
@ashtorak
@ashtorak 8 месяцев назад
Thanks! That helped a lot. I have added the functions to the LyraSettingsLocal class of the Lyra sample project and it works like a charm! :) I was a bit confused why they don't have ObjectInitializer behind the constructor, but it seems you don't need this anymore in newer versions of Unreal Engine. Visual Studio did also throw an error for me there.
@learningcurveproductions6599
Thanks for the tutorial, it is exactly what I was searching how to do.
@spexso1362
@spexso1362 6 месяцев назад
Thanks for the tutorial, it was really handy!
@williammanning5066
@williammanning5066 10 дней назад
I just looked around, and it appears `FObjectInitializer` is a proxy your CDO can use when creating its subobjects, instead of calling `NewObject()` manually. Then any child classes of your object can configure the `FObjectInitializer` before sending it into your constructor, to change what subobjects are created.
@VIDEAoriginal
@VIDEAoriginal 10 месяцев назад
Thanks a lot man. That's exactly what I was trying to do and this helped me.
@godfreyalina
@godfreyalina Год назад
This was very helpful and nicely put together, thank you!
@PixelIndieDev
@PixelIndieDev 3 месяца назад
3:11 most common blueprint types
@bonyfist
@bonyfist Год назад
mans revived after 3 months, wheeee
@ross.metcalf
@ross.metcalf Год назад
This was a nice tutorial, thanks.
@nitrogen092
@nitrogen092 Год назад
Спасибо! Отличный урок!
@R0N-VEEAR
@R0N-VEEAR Год назад
Thanks for the great video you got my sub
@CertifiedGameDev
@CertifiedGameDev Год назад
The image you posted of the blueprint variable names and then the c++ syntax is very helpful, where can I find more 'cheatsheets' like that?
@Quandinis
@Quandinis Год назад
just a note for any UE4 devs. You can leave GENERATED_BODY() as is. It will compile.
@lo1d
@lo1d Год назад
I did everything as it is said in video but I am getting this error Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetBetterConfigSettings_ReturnValue". Node: Branch Graph: Control Speed Function: Control Speed Blueprint: BP_Car
@ContinueBreak
@ContinueBreak Год назад
Did you add your settings class to DefaultEngine.ini config file? Have you tried to remove that node from blueprints, close the UE project then recompile it from Visual Studio and then open project again?
@darktaco1238
@darktaco1238 Год назад
right now i cant get it to work. I have a new float i added and i am putting it in a print string and it just gives me this Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetBetterGameUserSettings_ReturnValue". Node: Print String Graph: EventGraph Function: Execute Ubergraph Fps Character 1 Blueprint: Fps_Character1 Do you know what i might have done wrong? I have tried the right way and the lazy way and neither work.
@ContinueBreak
@ContinueBreak Год назад
Did you change the default settings class in the DefaultEngine.ini config file? Did you remove the U prefix from your class name in there? Did you write your project name correctly in there?
@darktaco1238
@darktaco1238 Год назад
@@ContinueBreak Hi. sorry i figured it out 30 min after i posted that and forgot to take it down. i named it the wrong thing. i named after an old project by mistake. But thanks anyway! this was a great tutorial!
@CRUMVIII
@CRUMVIII Год назад
I'm a bit confused. So say I got all of this done correctly. Does this mean like for enabling vsync I can theoretically do it from the new GetBetterGameUserSettings? Because if I can, I seem to not be able to get it to save the new settings atm. Edit: Nvm. Found the issue. Thanks for the video. Solved the issue I've been dealing with for a few days now. Subbed.
@imyokoyoko
@imyokoyoko 8 месяцев назад
Hi, does this work to save Enhanced input key mappings?
@ContinueBreak
@ContinueBreak 8 месяцев назад
I don't know. I have never tried to use it with enhanced input.
@imyokoyoko
@imyokoyoko 8 месяцев назад
@@ContinueBreak I have tried, but i actually don't know how to define the "Enhanced input key mapping" variable(that also should be an array). Any ideas?
@definitelynotphsycal
@definitelynotphsycal Год назад
#include "--.generated.h" has an error cannot open source file "-.generated.h"
@ContinueBreak
@ContinueBreak Год назад
Can't tell much from your error. Did you close the Unreal Engine when you tried to build from Visual Studio?
@definitelynotphsycal
@definitelynotphsycal Год назад
@@ContinueBreak yes
@twitchEmailOkay
@twitchEmailOkay 11 месяцев назад
"if you dont have an unreal engine friendly c++ IDE, such as visual studio, the first thing you need to do is study cpp coding for six months. then once youve got the basics build the framework for a video game errantly using unreal engine. Now come to the realization unreal engine does not have a coding manual or any coding documentation. Now remember this moment, brand it into your memory banks so to not make the mistake of working with unreal as an indi dev ever again. Now close your browser and walk away. For those of you who stayed, .."
@michaeleber4752
@michaeleber4752 9 месяцев назад
...and yet there IS an unreal engine friendly c++ IDE for everyone called Visual Studio Community which is for FREE.
@history3042
@history3042 Год назад
the narrator sounds like AI, as does the script
@ContinueBreak
@ContinueBreak Год назад
The narrator is Text To Speech. Actually, I should have used AI when I couldn't formulate my thoughts on how to explain something. It might have actually helped me write this script faster.
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