Gentleman's kit of the programmer UE? part 1

Gentleman's kit of the programmer UE? part 1  
 
I have long wanted to make a list of skills and tools that, in my opinion, should be included in the “gentleman's kit” of any programmer under Unreal Engine 4 . Just the other day, in r3r311. on UE4 <{full}>
 
 
I have long wanted to make a list of skills and tools that, in my opinion, should be included in the “gentleman's kit” of any programmer under Unreal Engine 4 . Just the other day, in r3r311. on UE4 <{full}> I met this:
 
 
> blueprints, animation dev, tech art, ai, multiplayer, editor extensions. The first thing that came to mind
 
> What comes to mind: blueprints, animations, AI, material editor, widgets, slate, editor extensions, ue4 plugins, physics, lighting, rendering, c ++
 
+ How much time worked (a) with the engine and the country, everything :)
 
In such formulations, all that is said is just a collection of words. So I got together and made questionnaire for those who want to be a UE4-programmer, and who allows you to rate your level to those who already consider themselves to be an advanced programmer under UE4.
 
3r3331.
 
3r33232. Do not use common words
 
All the terms listed in the quotations are a whole range of skills, principles and technologies. By expressing them in one word, you are in no way conveying what needs to be applied and how “deeply” this is required to be studied.
 
 
I will go through the main categories, asking questions that are worth knowing the answer, to say: "I understand this."
 
 

Fundamentals of architecture engine


 
 
What are the differences between the classes UObject and 3r3185. AActor 3r3r6186. ? What 3r33248. principle [/b] the difference? Is it possible to make 3r3185. UObject perform the same function? Why 3r3185. AGameState and 3r3185. APlayerState are ectors? Similar question about AGameMode and 3r3185. Ahud 3r3186. .  
Than 3r3185. AGameMode different from 3r3185. UGameInstance ? What are they both used for? Why do you need 3r3185. APlayerController and why is he actor?  
What is 3r3185 used for? UPROPERTY ? Is it possible to replace it with SharedRef 's? How to solve Circular Dependecy at ector (parent has a pointer to the child, the child - to the parent)? When will be removed UObject ? How to protect an entity from deleting Garbage Collector ? How to remove Actor 'but?  
What is CDO ? How can interrupt A chain of Reference'ov classes at each other, and why?  
What is the order of initialization of the main entities of the engine (at least at the controller /peacock /state level)? What is the order of spawn AActor 3r3r6186. 'but?  
Is the component in the component good or bad?  
What is 3r3185. WorldContext ? Is it possible to take it in 3r3185. UObject 'e, and if so, from where?  
What is the principal Slate difference from UMG ?  

 

Blueprints


 
  •  
  • What is the difference between macros and functions?  
  • Using what exactly leads to the formation of Referenc'ov between classes? Asseset? How to avoid it?  
  • What is the nativization of blueprints and what is the use of it? What are the disadvantages of the included nativization?  

 

Network


 
  •  
  • Where to store persistent user data? Is APlayerController right place?  
  • Like 3r3185. PlayerState Are they replicated to clients? What is the life cycle of PlayerController 'a and 3r3185. PlayerState 's when a player reconnects?  
  • How to differentiate data replication by roles? What is network roles 3r33232. ? Who and by what rules are they assigned?  
  • Which classes can I call ? RPC 3r3186. and why? Is it possible to extend this opportunity to another class /entity? What are the overhead costs for an RPC call?  
  • How are ector components replicated? How to understand that the ector was replicated "entirely"? What happens if you need to replicate, say 3 MB of data 3-333249. in ector: how will this ector behave? the game as a whole?  
  • How are arrays replicated? And how are the nested properties replicated (the replicated field is a structure)?  
  • What network limitations exist? ( [b] Figures! 3r3323249.) How to profile the load on the network? What network optimization methods are used? What you need 3r3185. ForceNetUpdate ?
     
     

    Physics and basic algorithms


     
     
    How does damping work? What is [b] Sabstepping
    ? What is it used for? How does physics synchronize over the network?
     
    What is quaternion and what problems solves their use ?
     
    What are object channels and traces? Is it possible to configure different behavior within a single physics asset? If not, why and how to get around this?
     
    How expensive is tracing operation? What does it depend on?
     
     

    Streams


     
     
    What are the main streams in UE4? What tasks are performed in parallel, and which are not? How are tick groups arranged?
     
    What actions can be performed in own parallel threads? (Or what actions can not be performed exactly?) How to synchronize the results with the main thread?
     
     
    3r33232. Code
     
    I didn’t touch on many aspects of working with UE? but suggested questions on key topics that are, in my opinion, 3r-3248. key when working with the engine
    .
     
     
    For a junior, it is normal not to know much in the engine, but to have a bright head and understand a couple of particulars. At least the “average” programmer is simply obliged to know the answers (or at least have his own reasoned opinion) to the questions from the block about the architecture. Especially on topics that are described on the very first page of the GameFramework documentation. .
     
     
    If the community has an interest, a similar questionnaire can be compiled for animation, debugging, shaders and materials, lighting, project packaging, creating AI, working with pawn and others. Write :) I always only for active discussion.
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