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The Fast Unreal Cast versus dynamic_cast - UE C++ Tutorial 

enigma tutorials
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21 сен 2024

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Комментарии : 11   
@enigma_dev
@enigma_dev 6 месяцев назад
Amendments: On linux, I had compile issues with using bUseRTTI in the build.cs and dynamic casting UTYPES. The video was captured on windows and I disabled bUseRTTI after.
@IvanTorgashev
@IvanTorgashev 6 месяцев назад
Sir, your videos are great. It’s great that your channel talks about Unreal Engine features with such depth of detail, my colleagues and I really love your videos, thank you!
@meloin522
@meloin522 6 месяцев назад
Man, your tutorials are gems, thank you
@GfxWakeup
@GfxWakeup 6 месяцев назад
Thanks a lot for an in-depth knowledge! :)
@skyseed3005
@skyseed3005 6 месяцев назад
Thank you so much!
@empireempire3545
@empireempire3545 6 месяцев назад
the video is a bit difficult to listen due to audio quality - mouse clicking aside, your voice is blurry and it's cadence and intonation is monotone. You could improve your future videos by doing some small improvements on this front.
@enigma_dev
@enigma_dev 6 месяцев назад
Thanks for the feedback :) I am thinking about writing scripts before hand and doing voice over recording to help with pacing and background noise. But that is potentially a lot more effort to make these videos, and editing is already very time consuming. Voice overs should eliminate the mouse clicks. I haven't quite figured out a set up where I can have higher quality voice recording without picking up keyboard/mouse. The other mics I've used pick up less background, at the cost of a worse voice recording.
@l_t_m_f
@l_t_m_f 6 месяцев назад
This is an excellent video. Do you have a video with more details on how to use CVar in that weird namespace block at the start of .cpp file, like you did in the video. I notice this pattern a lot in Lyra and I don't understand it.
@enigma_dev
@enigma_dev 6 месяцев назад
Looks like you found the answer on my Unreal Console Variables video, based on your comment. But for others, the namespace just protect against name collisions, you don't technically have to use it in your cpp files. It is nice for code organization Also there is come C++ compilation optimizations that put a bunch of cpp files together and compile them as one cpp file (ie unity build) and so the namespace helps avoid name collisions in that scenario as well.
@Zzz-u6t
@Zzz-u6t 6 месяцев назад
you can't do dynamic casting in blueprint as i know .
@enigma_dev
@enigma_dev 6 месяцев назад
See 3:56 for how to cast in blueprint. It is similar to a dynamic cast. It will return "none" if the cast isn't appropriate.
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