This document provides an overview of the Unreal Engine, including its directory structure, configuration files, modular design, and project templates. It describes the main directories for code, content, binaries, and more. Configuration is handled through INI files in a hierarchy. The engine uses a modular design to promote reusability, extensibility, and decoupling. Common module types include runtime, editor, plugins, and programs. Project templates help users get started with genres like shooters, side scrollers, and more.
Overview of the basics of modules, plug-ins and projects in UE4, and a deep dive into integrating third-party dependencies. Presented at MIGS 2016 in Montreal.
East Coast DevCon 2014: Programming in UE4 - A Quick Orientation for CodersGerke Max Preussner
Overview of basic concepts and common blockers when programming for Unreal Engine 4. Presented at East Coast Unreal Engine DevCon 2014 in Montreal and Boston.
Introductory slides for our live coding demonstration at GDC Europe on August 4th, 2015. We are creating a hover component in Blueprint and converting it to a C++ plug-in. The corresponding Visual Studio project files are available at https://headcrash.industries/vault/presentations/gdc-europe/
FMX 2017: Extending Unreal Engine 4 with Plug-ins (Master Class)Gerke Max Preussner
Overview on creating code projects and plug-ins, and introduction on how to add new asset types to UE4 and customize their look & feel via asset actions and custom asset editors. The corresponding source code is available at https://headcrash.industries/vault/presentations/fmx/
Overview of the basics of modules, plug-ins and projects in UE4, and a deep dive into integrating third-party dependencies. Presented at MIGS 2016 in Montreal.
East Coast DevCon 2014: Programming in UE4 - A Quick Orientation for CodersGerke Max Preussner
Overview of basic concepts and common blockers when programming for Unreal Engine 4. Presented at East Coast Unreal Engine DevCon 2014 in Montreal and Boston.
Introductory slides for our live coding demonstration at GDC Europe on August 4th, 2015. We are creating a hover component in Blueprint and converting it to a C++ plug-in. The corresponding Visual Studio project files are available at https://headcrash.industries/vault/presentations/gdc-europe/
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Overview on creating code projects and plug-ins, and introduction on how to add new asset types to UE4 and customize their look & feel via asset actions and custom asset editors. The corresponding source code is available at https://headcrash.industries/vault/presentations/fmx/
GDC Europe 2014: Unreal Engine 4 for Programmers - Lessons Learned & Things t...Gerke Max Preussner
A high-level overview of Unreal Engine 4, its game framework, the Slate user interface library, Unreal Motion Graphics, and Editor and Engine extensibility. Presented at GDC Europe in Cologne, Germany.
Also includes bonus slides on concurrency and parallelism features, general tips for programmers and Epic's build and automation infrastructure.
West Coast DevCon 2014: Build Automation - Epic’s Build Tools & InfrastructureGerke Max Preussner
Overview of build tools, build automation, source code management and automated testing infrastructure at Epic Games. Presented at West Coast Unreal Engine DevCon 2014 in San Francisco and Seattle.
West Coast DevCon 2014: The Slate UI Framework (Part 1) - IntroductionGerke Max Preussner
Overview of the Slate user interface framework and low-level UI capabilities in Unreal Engine 4. Presented at West Coast Unreal Engine DevCon 2014 in San Francisco and Seattle.
West Coast DevCon 2014: Programming in UE4 - A Quick Orientation for CodersGerke Max Preussner
Overview of basic concepts and common blockers when programming for Unreal Engine 4. Presented at West Coast Unreal Engine DevCon 2014 in San Francisco and Seattle.
West Coast DevCon 2014: The Slate UI Framework (Part 2) - Game UI & Unreal Mo...Gerke Max Preussner
Overview of the Unreal Motion Graphics (UMG) framework in Unreal Engine 4. Presented at West Coast Unreal Engine DevCon 2014 in San Francisco and Seattle.
Evaluation and analysis of competitors in the online music publishing, music creation and development market around the globe. Showing off a possible roadmap to client stakeholders and the internal team.
GDC Europe 2014: Unreal Engine 4 for Programmers - Lessons Learned & Things t...Gerke Max Preussner
A high-level overview of Unreal Engine 4, its game framework, the Slate user interface library, Unreal Motion Graphics, and Editor and Engine extensibility. Presented at GDC Europe in Cologne, Germany.
Also includes bonus slides on concurrency and parallelism features, general tips for programmers and Epic's build and automation infrastructure.
West Coast DevCon 2014: Build Automation - Epic’s Build Tools & InfrastructureGerke Max Preussner
Overview of build tools, build automation, source code management and automated testing infrastructure at Epic Games. Presented at West Coast Unreal Engine DevCon 2014 in San Francisco and Seattle.
West Coast DevCon 2014: The Slate UI Framework (Part 1) - IntroductionGerke Max Preussner
Overview of the Slate user interface framework and low-level UI capabilities in Unreal Engine 4. Presented at West Coast Unreal Engine DevCon 2014 in San Francisco and Seattle.
West Coast DevCon 2014: Programming in UE4 - A Quick Orientation for CodersGerke Max Preussner
Overview of basic concepts and common blockers when programming for Unreal Engine 4. Presented at West Coast Unreal Engine DevCon 2014 in San Francisco and Seattle.
West Coast DevCon 2014: The Slate UI Framework (Part 2) - Game UI & Unreal Mo...Gerke Max Preussner
Overview of the Unreal Motion Graphics (UMG) framework in Unreal Engine 4. Presented at West Coast Unreal Engine DevCon 2014 in San Francisco and Seattle.
Evaluation and analysis of competitors in the online music publishing, music creation and development market around the globe. Showing off a possible roadmap to client stakeholders and the internal team.
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Creating any type of company takes enormous amounts of effort, hard work, and persistence. Let alone an Artificial Intelligence company. As we can assure you, it will take a lot more than the above and adding just a team of brilliant AI scientists to build complex real-world AI solutions. In this talk, we will show you the crucial roles of development teams in a high-performing Artificial Intelligence company.
Visual studio 2012 - What's in it for me?Jeff Bramwell
Visual Studio 2010 was released two years ago. Since then Microsoft was working hard to deliver Visual Studio "11" and Team Foundation Server "11". This session will take a look at the myriad features that have been incorporated into the latest version of Visual Studio and Team Foundation Server including some great planning features, Team Foundation Service (on Windows Azure), a revamped look and feel for Visual Studio, and more. Some of these features are also available for use within Visual Studio 2010 if you know where to look. If you want to get an overview of what's new in Visual Studio "11", then check out this session. ***NOTE: "Visual Studio 11" and "Team Foundation Server 11" are code names. The official name will be announced in the near future. At that time, I will need to modify the names within the description.
Dot net Online Training | .Net Training and Placement onlineGaruda Trainings
The .NET Framework is a software framework, developed by Microsoft that was primarily intended to run on Windows operating system. Microsoft started developing it since late 1990’s and its first beta version was released in the end of 2000, however its first commercial version was released in the year of 2002. Wide genres of applications can be developed using .NET framework and it is hugely popular in the IT market currently.
P2Cinfotech is one of the leading, Online IT Training facilities and Job Consultant, spread all over the world. We have successfully conducted online classes on various Software Technologies that are currently in Demand. To name a few, we provide quality online training for QA, QTP, Manual Testing, HP LoadRunner, BA, Java Technologies.
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Keynote at COMMitMDE'18 showing the basic concepts behind Hawk, our past case studies, and some of our experience in designing the Hawk Thrift APIs for remote model querying.
Bill Cava provides a timeline of significant features and improvements made to Ektron over the past four years and helps you understand how upgrading can help you get your job done, faster with more control and less effort
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Field Employee Tracking System| MiTrack App| Best Employee Tracking Solution|...informapgpstrackings
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May Marketo Masterclass, London MUG May 22 2024.pdfAdele Miller
Can't make Adobe Summit in Vegas? No sweat because the EMEA Marketo Engage Champions are coming to London to share their Summit sessions, insights and more!
This is a MUG with a twist you don't want to miss.
In software engineering, the right architecture is essential for robust, scalable platforms. Wix has undergone a pivotal shift from event sourcing to a CRUD-based model for its microservices. This talk will chart the course of this pivotal journey.
Event sourcing, which records state changes as immutable events, provided robust auditing and "time travel" debugging for Wix Stores' microservices. Despite its benefits, the complexity it introduced in state management slowed development. Wix responded by adopting a simpler, unified CRUD model. This talk will explore the challenges of event sourcing and the advantages of Wix's new "CRUD on steroids" approach, which streamlines API integration and domain event management while preserving data integrity and system resilience.
Participants will gain valuable insights into Wix's strategies for ensuring atomicity in database updates and event production, as well as caching, materialization, and performance optimization techniques within a distributed system.
Join us to discover how Wix has mastered the art of balancing simplicity and extensibility, and learn how the re-adoption of the modest CRUD has turbocharged their development velocity, resilience, and scalability in a high-growth environment.
Code reviews are vital for ensuring good code quality. They serve as one of our last lines of defense against bugs and subpar code reaching production.
Yet, they often turn into annoying tasks riddled with frustration, hostility, unclear feedback and lack of standards. How can we improve this crucial process?
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- The Art of Effective Code Reviews
- Streamlining the Review Process
- Elevating Reviews with Automated Tools
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Come join this talk to see some tips and tricks for using Quarkus and some of the lesser known features, extensions and development techniques.
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Large Language Models and the End of ProgrammingMatt Welsh
Talk by Matt Welsh at Craft Conference 2024 on the impact that Large Language Models will have on the future of software development. In this talk, I discuss the ways in which LLMs will impact the software industry, from replacing human software developers with AI, to replacing conventional software with models that perform reasoning, computation, and problem-solving.
Enterprise Resource Planning System includes various modules that reduce any business's workload. Additionally, it organizes the workflows, which drives towards enhancing productivity. Here are a detailed explanation of the ERP modules. Going through the points will help you understand how the software is changing the work dynamics.
To know more details here: https://blogs.nyggs.com/nyggs/enterprise-resource-planning-erp-system-modules/
How Recreation Management Software Can Streamline Your Operations.pptxwottaspaceseo
Recreation management software streamlines operations by automating key tasks such as scheduling, registration, and payment processing, reducing manual workload and errors. It provides centralized management of facilities, classes, and events, ensuring efficient resource allocation and facility usage. The software offers user-friendly online portals for easy access to bookings and program information, enhancing customer experience. Real-time reporting and data analytics deliver insights into attendance and preferences, aiding in strategic decision-making. Additionally, effective communication tools keep participants and staff informed with timely updates. Overall, recreation management software enhances efficiency, improves service delivery, and boosts customer satisfaction.
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Software Engineering, Software Consulting, Tech Lead, Spring Boot, Spring Cloud, Spring Core, Spring JDBC, Spring Transaction, Spring MVC, OpenShift Cloud Platform, Kafka, REST, SOAP, LLD & HLD.
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Custom Healthcare Software for Managing Chronic Conditions and Remote Patient...Mind IT Systems
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2. The Big Picture
Overview
Directories
Configuration
Modules
Projects
What’s Next?
This Is Not Your Grandma’s Engine
• UE4 is pretty hot… but also huge!
• 5000+ directories, 40,000+ files
• Bazillions of lines of code
• Hundreds of modules
• Dozens of tools, thousands of features
• Centuries of man years
How To Master All This?
• Start with toes, work your way up
• Most code & content you’ll never touch
• Nobody knows everything about UE4
• But you’ll see, it’s really quite easy!
3. The Big Picture
Overview
Directories
Configuration
Modules
Projects
What’s Next?
Root Directory
• /Engine – All code, content & configuration for the Engine
• /MyProject – All files for the game project ‘MyProject’
• /Templates – Templates for creating new projects
Inside the /Engine and Project Directories
• /Binaries – Executables & DLLs for the Engine
• /Build – Files needed for building the Engine
• /Config – Configuration files
• /Content – Shared Engine content
• /DerivedDataCache – Cached content data files (Engine only)
• /Intermediate – Temporary build products (Engine only)
• /Plugins – Shared and project specific plug-ins
• /Saved – Autosaves, local configs, screenshots, etc.
• /Source – Source code for all the things!
4. The Big Picture
Overview
Directories
Configuration
Modules
Projects
What’s Next?
INI Files
• Hold class default properties
• Will be loaded into CDOs on startup
• Organized in a hierarchy
• Higher INIs override lower ones
• Organized in sections
• Key-value pairs within sections
• Important ones exposed in Editor UI
• Low-level access with FConfig
5. The Big Picture
Overview
Directories
Configuration
Modules
Projects
What’s Next?
INI Files
• Hold class default properties
• Will be loaded into CDOs on startup
• Organized in a hierarchy
• Higher INIs override lower ones
• Organized in sections
• Key-value pairs within sections
• Important ones exposed in Editor UI
• Low-level access with FConfig
Class Constructor
BaseXXX.ini
DefaultXXX.ini
XXX.ini
9. The Big Picture
Overview
Directories
Configuration
Modules
Projects
What’s Next?
Module Types
• Developer – Used by Editor & Programs, not Games
• Editor – Used by Unreal Editor only
• Runtime – Used by Editor, Games & Programs
• ThirdParty – External code from other companies
• Plugins – Extensions for Editor, Games, or both
• Programs – Standalone applications & tools
Module Dependency Rules
• Runtime modules must not have dependencies to Editor or
Developer modules
• Plug-in modules must not have dependencies to other plug-ins
11. The Big Picture
Overview
Directories
Configuration
Modules
Projects
What’s Next?
Important Modules for Beginners
• Core – Fundamental core types & functions
• CoreUObject – Implements the UObject sub-system
• Engine – Game classes & engine framework
• OnlineSubsystem – Online & social networking features
• Slate – Widget library & high-level UI features
12. The Big Picture
Overview
Directories
Configuration
Modules
Projects
What’s Next?
Interesting Modules for Advanced Programmers
• DesktopPlatform – Useful APIs for Windows, Mac & Linux
• DetailCustomizations – Editor’s Details panel customizations
• Launch – Main loop classes & functions
• Messaging – Message passing sub-system
• Sockets – Network socket implementations
• Settings – Editor & Project Settings API
• SlateCore – Fundamental UI functionality
• TargetPlatform – Platform abstraction layer
• UMG – Unreal Motion Graphics implementation
• UnrealEd – Unreal Editor main frame & features
13. The Big Picture
Overview
Directories
Configuration
Modules
Projects
What’s Next?
Interesting Modules for Cool Features
• Analytics – Collects usage statistics from Editor & games
• AssetRegistry – Database for assets in Unreal Editor
• GameLiveStreaming – Twitch Streaming
• HeadMountedDisplay – HMD Support API (Oculus, etc.)
• JsonUtilities & XmlParser – Handle Json & XML files
• SourceControl – API for custom source control providers
14. The Big Picture
Overview
Directories
Configuration
Modules
Projects
What’s Next?
Your Game Projects can…
• Use Blueprints, C++ Code or both
• Contain any number of modules & plug-ins
• Be moved around and shared with others
Project Templates to Get You Started
• Blank (with or without sample content)
• First Person Shooter
• Side scroller, top-down & puzzle games
• Flying & driving games
• They all come in Blueprint and C++ flavors
• More to come, and make your own!
18. Questions?
Documentation, Tutorials and Help at:
• AnswerHub:
• Engine Documentation:
• Official Forums:
• Community Wiki:
• YouTube Videos:
• Community IRC:
Unreal Engine 4 Roadmap
• lmgtfy.com/?q=Unreal+engine+Trello+
http://answers.unrealengine.com
http://docs.unrealengine.com
http://forums.unrealengine.com
http://wiki.unrealengine.com
http://www.youtube.com/user/UnrealDevelopmentKit
#unrealengine on FreeNode
Editor's Notes
Prepared and presented by Gerke Max Preussner for West Coast MiniDevCon 2014, July 21-24th
Email max.preussner@epicgames.com in case of comments, questions or suggestions or visit our AnswerHub at http://answers.unrealengine.com
Unreal Engine has been developed over a period of over 20 years and contains code and content from hundreds of developers.
The result is an unprecedented feature set for game development, but also a very large number of things to learn.
Despite the large number of components and concepts, you should find it relatively easy to get started.
We have put a lot of effort into hierarchically organizing everything, so that the Engine as a whole is really just a big collection of simple parts.
The very first things you will encounter after downloading Unreal Engine 4 are the various directories on your hard drive.
Most of the files are located within the Engine directory, which contains everything needed to make and run games.
Over time, you will add your own directories, one for each project you are creating.
After looking at a few sample projects and perhaps creating your own first project, you may wonder how the Engine knows what to load and what to do.
The answer to this are configuration files – we call them INIs.
Many systems, such as the Engine, the Editor and games have their own INI file stack.
There is not just one INI file, but multiple ones that are stacked hierarchically.
In previous versions of Unreal Engine, users had to modify INI files quite frequently.
This was tedious and error prone.
In Unreal Engine 4 we are making a big push to expose all the important settings directly in the Editor.
We hope that, in the future, users will no longer have to edit INI files directly.
For some very advanced settings you may still have to edit the INI files directly.
It cannot hurt to familiarize yourself with the syntax.
Here you can see a portion of the BaseGame.ini file.
The different types of sections and key-value pairs are easily recognized.
In previous versions of Unreal Engine all code was split into a small number of DLLs.
Each DLL had a large number of responsibilities, which lead to a lot of very tightly coupled code that was difficult to maintain and extend.
For Unreal Engine 4 we have rewritten large parts of the code base from scratch and reorganized it into hundreds of modules, each of which has one particular purpose.
Modules are still compiled into DLLs, but they can also still be compiled into one large monolithic binary.
The important point is that the code base is now much more organized and easier to use.
We split our modules into various categories.
Modules that are used by the Engine can be found in the Runtime directory.
Modules that are used to build the Editor can be found in the Editor directory.
We also have some standalone programs, which share their modules with the Editor.
Those modules are located in the Developer directory.
One important convention to remember is that Runtime modules must not have any dependencies to Developer or Editor modules.
Like I said, there are now hundreds of modules in the code base, but you only need to know a few of them.
When you first begin programming with Unreal Engine, you will frequently use features from Core, CoreUObject, Engine and Slate.
Nearly all other modules in the code base are built on top of one or more of these.
Once you are more familiar with programming games and tools for Unreal Engine, you may also be interested in other more advanced modules.
Most of the remaining modules in the code base implement features for Unreal Editor.
You can use them as a learning resource for implementing your own plug-ins and applications.
There are also several modules that will make it easier for you to add cool new features to the Editor or your game.
We recently added the GameLiveStreaming module, which allows your users to stream their game play to Twitch.
There is also a module for 3D Head Mounted Display support – the Oculus plug-in uses it to add Oculus support to the Engine.
There are also various utility modules, such as Json and XML helpers.
All these modules are used in the Engine, the Editor and our tools.
However, you will actually spend most of your time in your own projects.
Projects are really easy to create in Unreal Engine 4.
We provide a number of both Blueprint and C++ project samples for various types of games.
More templates will be added over time, and you can even add your own.
Here you can see the project template browser and the sample project browser.
When your project is ready for testing, you can cook, package and deploy it.
Cooking is the process of optimizing your game’s content for the desired target platforms.
Packaging will arrange all content files and binaries in a way that is best for the target device, usually a .pak file.
Deployment is the process of getting your packaged files onto the device.
Cooking and packaging each time is very time consuming.
We recommend that you use the Quick Launch feature instead, which utilizes Cook-On-The-Fly.
Of course, ten minutes is not even remotely enough to introduce you to all the components of the Engine.
We have prepared a number of other talks for today that will provide more detail on various topics.
Make sure to check out our extensive documentation on the internet!