Open utterances-bot opened 2 years ago
Thank you very much for this detailed explanation. Epic could totally do with adding this post to their documents.
OMG.. this is a amazing post... I wish more posts like this out there. Thx for sharing your valuable research :)
Neo: “I know kung-fu.” Morpheus: “Show me.”
Another "thank you" from me. This clearly explains some quite important concepts that I haven't seen anywhere else.
That's really amazing overview of UClass. Brief and elegant.
This is really good. If only the official docs were even half as good as this.
Thanks!
Thanks for posting about this, code about blueprint is complex as hell to me. Posts like this help me clear things up!
Thank you! Very useful post!
Thanks, save me lots of time on Uobject and CDO~
It's so rare, from what I can tell, that people spend the time to share what they have learned and at this caliber. I am forever grateful for finding this post and your efforts in sharing this information. After reading and understanding the information, I felt the need to share my gratitude. That said, I plan to browse the blog for more guidance on this journey to learn the framework / foundation of Unreal Engine.
One step closer to reaching my dream in landing that career in game development. Thank you so much!
WOW!!! Amazing breakdown Daniel, Thank you so much. I have followed and recreated everything you did here, and it made some of the voodoo the engine provides a lot clearer! I am grateful for your effort to write this post - so much quality info about the core of UE like this is rare.
By the way, I found out that you do can change the CDO of a C++ base class, and not just the derived BP class - simply adding 'true' for "bCopyTransientsFromBassClass" (the next parameter in the 'NewObject<>()' function, default is false):
UMyObject* BaseAfter = NewObject
I can't wait to see more articles like this from you! You sir, are a wizard.
For to those who bravely survived until the end - you do can change the CDO of a C++ base class - simply add 'true' for "bCopyTransientsFromBassClass" when you create a new object:
UMyObject* BaseAfter = NewObject( this, BaseClass, NAME_None, RF_NoFlags, BaseCDO, true);
Thank you!
Nice post!
Unreal Engine basics and base classes · Daniel Coelho's Blog
How UObject, UClass, UBlueprint, UBlueprintGeneratedClass and other concepts like the Class Default Object (CDO) all interact. Crash course on UE4.
https://1danielcoelho.github.io/unreal-engine-basics-base-classes/