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Showing posts from October, 2022

Week 10 - Projectiles & Damage

Learned This Week Overview Wow, week 10! This semester has absolutely blown by, and while I feel I've learned a lot, there's certainly more out there for me to explore. However, I've come to the end of my structured learning for this study. While I'll keep learning and looking around for further resources to help me along my journey, no further course materials will be discussed in the next blog posts for this semester.

Week 9 - Dependencies, Casting, & References

Learned This Week Overview We're in the home stretch of learning now! I finished up the Balancing Blueprint & C++ course this week which just leaves the rest of the GameDev.tv course to finish up before I begin my final project for my independent study.

Week 8 - C++ Performance

Learned This Week Overview This week was primarily focused on the benefits of C++ over blueprint and the performance differential between the two. We had fall break this week (yay!) so the information covered in the lessons this week was less than normal.

Week 7 - Physics Handles & Complex Functions

Learned This Week Overview A lot of this week's learning centered around physics handles and physics simulations, as well as how those simulations can be accessed, triggered, and manipulated by C++. As I continue to learn more and more, it seems like the most complex thing I've come across is how to get a hold of a pointer or reference to an actor or component in C++.

Week 6 - Metadata, User Input, & BlueprintCallable

Learned This Week Overview This week saw the beginning of one course and the end of another. I got to learn about some interesting parallels between the Unreal C++ code and the blueprint side of things by looking at metadata, structs, and binding user input. Because I'm familiar and comfortable with blueprint scripting, it's neat to learn about the code behind it - for instance, why the Development Only warning appears on the Print String and Print Text nodes.