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UnrealNotes

Here is a public collection of my Unreal 4/5 notes.

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LogAkAudio spam

If you want to suppress it, the command "Log LogAkAudio None" will get rid of it for a session (and everything else from the LogAkAudio channel)

In case you want it gone forevermore: add a [Core.Log] section into DefaultEngine.ini, with a line "LogAkAudio=None" in there.

BaseEngine.ini has an example, line 957

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Basic Unreal UI

https://docs.unrealengine.com/4.26/en-US/InteractiveExperiences/UMG/HowTo/CreatingWidgets/

Lyra UI stuff

  • Lyra makes heavy use of GAS
  • Lyra is ~90/10 code/bp

GAS in Lyra

How Lyra implements it's UI

  • Widgets are W_ . See: W_RespawnTimer, W_ShooterHUDLayout,
  • Widgets are being added as a "GameFeatureAction", part of LyraExperienceActionSet. See GameFeatureAction_AddWidget.cpp/h
  • LAS_ShooterGame_StandardHUD = Lyra Experience Action Set = Data Asset
  • W_Healthbar is contained within W_ShooterHUDLayout.
  • W_ShooterHUDLayout. What caused this to become invoked? Probably LAS_ShooterGame_StandardHUD.
  • How did LAS_ShooterGame_StandardHUD become invoked? Referencde by a few others and B_TestInventoryExperience... referenced by L_InventoryTestMap

Lyra Sample Game Settings

C++ General stuff

Alternative Function Syntax

auto music_create(int seed)->std::shared_ptr<music_t>;

is equal to

std::shared_ptr<music_t> music_create(int seed);

https://blog.petrzemek.net/2017/01/17/pros-and-cons-of-alternative-function-syntax-in-cpp/

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