C++ Tips and Debugging in Unreal Engine 5

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  • Опубликовано: 23 дек 2024

Комментарии • 25

  • @chomnansaedan4788
    @chomnansaedan4788 2 года назад +2

    this is the only tutorial(that i've seen) that showed to "Start without debugging" as a beginner, I assumed the editor would open automatically. Thank you.

  • @ydvisual5530
    @ydvisual5530 2 года назад +2

    Hey Dr. Lively Geek-san, thanks very much. Really good info. I'm new to unreal and I just built UE5 (preview, 5.0.0) from source (based on your video); then I watched Alex's "Unreal Engine C++ Project Setup, From Scratch" and now watched this video. Great combination to understand what is going on! Thanks!

  • @IamSH1VA
    @IamSH1VA 2 года назад +7

    Your tutorials are really good….
    Detailed information, simple to understand,
    Thanks 😊

  • @R0N-VEEAR
    @R0N-VEEAR 3 месяца назад

    Thank you for making this it helped a lot. Great video

  • @Mwila
    @Mwila 3 года назад +1

    Love the technique fam 👏👏👏

  • @peterjohnson8570
    @peterjohnson8570 Год назад

    Great content! Only criticism I have is that you didn't use LFS in your Git repo. I'll definitely be watching the rest of this series, despite it being 2 years old. :)

  • @mohammadalaaelghamry8010
    @mohammadalaaelghamry8010 Год назад

    Great video. Very helpful. Thank you.

  • @K0UK0U
    @K0UK0U Год назад

    Thank you my good sir.

  • @noname_2108
    @noname_2108 8 месяцев назад +1

    i mean, why would you show how to source control in this video... could do separate video on this

  • @drawmaster77
    @drawmaster77 2 года назад

    so I have to close/open project every time I need to debug? This makes no sense, why cant I attach to process?

  • @GorBer84
    @GorBer84 3 года назад +1

    Thanks for the tips, could you tell me which version of VS you are using, cause it was very slow when I tried it.

    • @LivelyGeekGames
      @LivelyGeekGames  3 года назад +1

      I'm using the 2019 Community edition, version 16.10.3. I've noticed intellisense can be slow sometimes when trying to look things up since the engine code is so big, and if you're compiling the engine from source that can take a long time. It's been fast doing normal project editing and compiles though.

    • @GorBer84
      @GorBer84 3 года назад +1

      @@LivelyGeekGames thank you!

    • @awoidf
      @awoidf 3 года назад

      @@LivelyGeekGames You could use Visual Assist, it's much faster and supports the Unreal macros with their arguments like 'UPROPERTY(...)'. You decide where to get it.
      Also, I feel like your videos could be part of a course. Most would've created a seperate video for git but you just pack as much information as possible in a single video.
      P.S.: Yes, I'm binging your videos 😂

    • @LivelyGeekGames
      @LivelyGeekGames  3 года назад

      @@awoidf Thanks! Yeah, I try to keep things quick and packed with info to not waste time. I sometimes worry if it's too much, but I try to give all the references for other docs/tutorials I used. I've looked into Visual Assist but so far have been able to find everything I needed fairly quickly with regular Visual Studio.

  • @ДмитрийЛещев-ы7н

    when I press "Break all" opens a window with the message "Your app has entered a break state, but there is no code to show because all threads were executing external code (typically system or framework code).".
    what I do wrong

    • @EDUSidekick
      @EDUSidekick Год назад +1

      From the Epic Launcher - add "Editor symbols for debugging" in the Engine Version options. Also, search for the phrase "Just My Code" when debugging in Visual Studio - which causes the debugger to only debug on the source that's part of the currently loaded Solution.

    • @ДмитрийЛещев-ы7н
      @ДмитрийЛещев-ы7н Год назад +1

      ​@@EDUSidekick Thanks a lot. Debugging started working. The problem was I did not install "Editor symbols for debugging"

  • @ZL1704
    @ZL1704 2 года назад

    can this work with a blueprint project? and can it work if you already have a project you wanna use? (probably a dumb question)

    • @christianlundgren
      @christianlundgren 2 года назад

      if you add a c++ class the project will be converted to c++ too!

    • @ZL1704
      @ZL1704 2 года назад +1

      Yeah, I knew that, I just wanted to know if I could use it without any c++, but I did add c++ later! Thx tho

    • @PharosDigitalGames
      @PharosDigitalGames 11 месяцев назад

      @@ZL1704 I know this is late but you could just make a plugin and add your log to it and a blueprint function library that exposes a few functions for logging in your category. then you can just include that plugin in your blueprint only projects.

    • @ZL1704
      @ZL1704 11 месяцев назад

      @@PharosDigitalGames thanks!

  • @LowLevelLemmy
    @LowLevelLemmy Год назад

    Please make more videos, you're my only hope 🥹🥹🥹