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Unreal Engine Project Structure 🌟| UE5 

Proj Prod
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Learn the basics of understanding the structure of an Unreal project! Uasset, Umap? Ever heard of them? I'll explain it here! 😁
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00:00 Intro
00:15 Content Drawer
01:00 Content Structure
01:50 Unreal format conversion
02:26 In explorer project structure
03:18 Overall Project Structure
06:00 Outro
#UnrealEngine5 #project #structure

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27 июл 2024

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Комментарии : 3   
@joacotossello
@joacotossello Месяц назад
Great video! New sub here. Some things also in this structure topic: - U should explain beginners what version control is, to help them against errors and make them learn it ASAP. - Sth more advanced, like creating plugins for modular tools or systems. - And, as u highlighted the project size, u can show them the Reference viewer, Profiler and View modes. I know these things shouldn't be in this video, but I think they could help rise the programmers level bar.
@ProjProd
@ProjProd 27 дней назад
Hey man, thansk for your comment and your support ! Really appreciate it 😉🙌 As you mentioned it, your recommendations are for a more advanced use, but I plan to create content for that, because it is indeed, really important ! Thanks for taking time to point this out 😊
@josephbrandenburg4373
@josephbrandenburg4373 5 дней назад
I have been looking for this kind of tutorial for weeks, I don't know why no one thought to make a video addressing this very obvious question. I've played around with Godot a little bit and I like the way it is structured. Every scene is a graph of nodes. Every complex game object is a graph of nodes, so if you include it in a scene or level, it's a sub-graph of nodes inside the scene (which is itself a graph of nodes). Each node is a class or sub-class of some builtin type like Node3D or KinematicBody3D or whatever. At first glance UE feels a lot more disorganized (and I think that's because it is). For instance, I don't understand what actors are, yet. They seem like a special class of objects, but they aren't scenes all on their own... are they? Coming from a background in animation, I like that my animation projects have one file for each character, for each asset, and then the scenes link in the asset and character files. That's how Godot feels. But UE is just an enormous, confusing jumble. I'm a little less confused now. Thanks for the video.
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