Wiki Page Proposals
The purpose of this page is to let other Wiki contributors know your plans and so we can more easily collaborate on interconnecting articles. It may not be a good idea to pluralize reference pages,...
The purpose of this page is to let other Wiki contributors know your plans and so we can more easily collaborate on interconnecting articles.
- It may not be a good idea to pluralize reference pages, can be linked in plural using
VV1VV
. For guides such as Movement Mechanics it should be fine. - Remove prefix (T,F,E,U,A) like Interfaces In C++ the property system is discussed through out the page.
- Templates - Perhaps tutorials expanding on these.
- Directory Structure - Also understanding redirects
- Game Framework explained
- Every project needs a version control system
- How Continuous Integration boosts development
API
When writing code for UE4 its not exactly the same as C++, there are alot of helpers and special types in the Engines API.
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The C\# tool chain (Build Tools) in UE4 such as UHT & UBT needs mentioning. A list of common [Errors & Warnings](/Errors%20&%20Warnings) that arise when using UHT & UBT, help point people in the right direction.
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Modules (Anatomy of plugin)
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Including Editor Modules (tool plugins), Content Only Modules (blueprint plugins) etc - Not covered here [Creating C++ module](/Creating%20C++%20module)
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Smart pointers, reference helpers and other T types. Reflection, referred to on this page as UObject System.
Basics
- Flow Control - If / Else If / Else, While, Return, For etc (Blueprint as well)
Member Types
- Numerical Types - Mainly in relation to Unreal Engine 4 uint32, byte. (could also contain float for completeness)
- Compound Types - Could also be known as Structures but could possibly include, classes.
- Vectors - Can discuss some basics on using vectors, vector operations (including dot and cross) as well as more advanced topics such as normalizing vectors (unit vectors) and conversions to rotations.
- Rotators - Topics such as conversions to different value types such a radians, degrees, etc. More advanced Quat.
- Colors - Include other color types such as Linear Color.
- Container Types - Base page for all container types.
- Arrays - All information on the different array types can be found here from TArray to Sparse.
- Maps -How do we name Type pages Map (Container), specifies that its a container type in the title. Do we do this for all Containers?
- Curves - Unreal Engine 4 contains many different types of curves used throughout the editor interface. (UCurveVector, UCurveFloat)
- Functions - We could include function pointers and references. Events - Delegates
Need to work out a category for classes, interfaces, and enumerators.
Core Classes
Gameplay
- Movement Mechanics - A guide to basic movement and physics in the Character Movement Component.
- Components (CharacterMovement, FloatingPawnMovement, Movement, NavMovement, PawnMovement, ProjectileMovement, RotatingMovement)
- Multiplayer - Networking, Authoritative Server Model, Replication (GetLifetimeReplicatedProps), Travelling.
Technical Art
- Skeletal Meshes - Animation systems behind Skeletal Meshes as well perhaps.
- Animation - Root motions, physics based animations.
- Static Meshes - Can contain information on HISM and HLODs
- Materials - Parameter Collections, Material Instancing, Layering.
- Shaders - Expansion into deeper technical topics HLSL.
- Post Processing
- Particle Effects - Niagara is out of beta as of 4.25, can start pointing people towards using this as default.
UParticleSystem
vsUNiagaraSystem
. - Splines - Spline Component, Spline Meshes and other topics where they may also be relevant such as relating to Curves
Audio
- New Audio system vs old, HRTF and all the other cool things going on in Audio right now. Environmental Soundscapes using 3d audio etc.