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.
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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.
Your tutorials are really good….
Detailed information, simple to understand,
Thanks 😊
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!
I'm glad to hear you found them useful!
Love the technique fam 👏👏👏
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. :)
i mean, why would you show how to source control in this video... could do separate video on this
Great video. Very helpful. Thank you.
Thank you my good sir.
so I have to close/open project every time I need to debug? This makes no sense, why cant I attach to process?
Thanks for the tips, could you tell me which version of VS you are using, cause it was very slow when I tried it.
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.
@@LivelyGeekGames thank you!
@@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 😂
@@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.
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
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.
@@EDUSidekick Thanks a lot. Debugging started working. The problem was I did not install "Editor symbols for debugging"
can this work with a blueprint project? and can it work if you already have a project you wanna use? (probably a dumb question)
if you add a c++ class the project will be converted to c++ too!
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
@@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.
@@PharosDigitalGames thanks!
Please make more videos, you're my only hope 🥹🥹🥹