C++ Tips and Debugging in Unreal Engine 5

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  • čas přidán 22. 08. 2024
  • In episode 3 of the UE5 game development series, we'll look at creating a new C++ project, adding custom logging, using the debugger, and putting a project under source control.
    Previous Videos - • Unreal Engine 5 Game D...
    Github Project - github.com/Liv...
    Twitter - / livelygeek
    C++ Tutorial - www.cplusplus....
    Unreal C++ Introduction - docs.unrealeng...
    ‪@AlexForsythe‬ Tutorials - • Unreal Engine
    Git Documentation - git-scm.com/doc
    GitHub Documentation - docs.github.co...
    Getting Started in Unreal Engine - learn.unrealen...
    Unreal 5 Documentation - docs.unrealeng...

Komentáře • 24

  • @chomnansaedan4788
    @chomnansaedan4788 Před 2 lety +2

    this is the only tutorial(that i've seen) that showed to "Start without debugging" as a beginner, I assumed the editor would open automatically. Thank you.

  • @IamSH1VA
    @IamSH1VA Před 2 lety +7

    Your tutorials are really good….
    Detailed information, simple to understand,
    Thanks 😊

  • @ydvisual5530
    @ydvisual5530 Před 2 lety +2

    Hey Dr. Lively Geek-san, thanks very much. Really good info. I'm new to unreal and I just built UE5 (preview, 5.0.0) from source (based on your video); then I watched Alex's "Unreal Engine C++ Project Setup, From Scratch" and now watched this video. Great combination to understand what is going on! Thanks!

  • @Mwila
    @Mwila Před 2 lety +1

    Love the technique fam 👏👏👏

  • @peterjohnson8570
    @peterjohnson8570 Před 9 měsíci

    Great content! Only criticism I have is that you didn't use LFS in your Git repo. I'll definitely be watching the rest of this series, despite it being 2 years old. :)

  • @noname_2108
    @noname_2108 Před 3 měsíci +1

    i mean, why would you show how to source control in this video... could do separate video on this

  • @mohammadalaaelghamry8010

    Great video. Very helpful. Thank you.

  • @K0UK0U
    @K0UK0U Před 10 měsíci

    Thank you my good sir.

  • @drawmaster77
    @drawmaster77 Před rokem

    so I have to close/open project every time I need to debug? This makes no sense, why cant I attach to process?

  • @GorBer84
    @GorBer84 Před 2 lety +1

    Thanks for the tips, could you tell me which version of VS you are using, cause it was very slow when I tried it.

    • @LivelyGeekGames
      @LivelyGeekGames  Před 2 lety +1

      I'm using the 2019 Community edition, version 16.10.3. I've noticed intellisense can be slow sometimes when trying to look things up since the engine code is so big, and if you're compiling the engine from source that can take a long time. It's been fast doing normal project editing and compiles though.

    • @GorBer84
      @GorBer84 Před 2 lety +1

      @@LivelyGeekGames thank you!

    • @awoidf
      @awoidf Před 2 lety

      @@LivelyGeekGames You could use Visual Assist, it's much faster and supports the Unreal macros with their arguments like 'UPROPERTY(...)'. You decide where to get it.
      Also, I feel like your videos could be part of a course. Most would've created a seperate video for git but you just pack as much information as possible in a single video.
      P.S.: Yes, I'm binging your videos 😂

    • @LivelyGeekGames
      @LivelyGeekGames  Před 2 lety

      @@awoidf Thanks! Yeah, I try to keep things quick and packed with info to not waste time. I sometimes worry if it's too much, but I try to give all the references for other docs/tutorials I used. I've looked into Visual Assist but so far have been able to find everything I needed fairly quickly with regular Visual Studio.

  • @user-ib7pq8zk3t
    @user-ib7pq8zk3t Před rokem

    when I press "Break all" opens a window with the message "Your app has entered a break state, but there is no code to show because all threads were executing external code (typically system or framework code).".
    what I do wrong

    • @EDUSidekick
      @EDUSidekick Před rokem +1

      From the Epic Launcher - add "Editor symbols for debugging" in the Engine Version options. Also, search for the phrase "Just My Code" when debugging in Visual Studio - which causes the debugger to only debug on the source that's part of the currently loaded Solution.

    • @user-ib7pq8zk3t
      @user-ib7pq8zk3t Před rokem +1

      ​@@EDUSidekick Thanks a lot. Debugging started working. The problem was I did not install "Editor symbols for debugging"

  • @ZL1704
    @ZL1704 Před 2 lety

    can this work with a blueprint project? and can it work if you already have a project you wanna use? (probably a dumb question)

    • @christianlundgren
      @christianlundgren Před rokem

      if you add a c++ class the project will be converted to c++ too!

    • @ZL1704
      @ZL1704 Před rokem +1

      Yeah, I knew that, I just wanted to know if I could use it without any c++, but I did add c++ later! Thx tho

    • @PharosDigitalGames
      @PharosDigitalGames Před 7 měsíci

      @@ZL1704 I know this is late but you could just make a plugin and add your log to it and a blueprint function library that exposes a few functions for logging in your category. then you can just include that plugin in your blueprint only projects.

    • @ZL1704
      @ZL1704 Před 7 měsíci

      @@PharosDigitalGames thanks!

  • @LowLevelLemmy
    @LowLevelLemmy Před rokem

    Please make more videos, you're my only hope 🥹🥹🥹