I'm programming for already like 15 years, and also doing games, but for some reasons I still have this first time amazing feeling of accomplishment when I see something instantiated and moving on the screen. I guess that's what keeps me motivated :)
I find this more useful than any other video simply because you explain your approach and how things are supposed to be done in Unreal with C++ or in general. Most videos are focused on making a single thing and don't really explain the bigger picture and that's very important! Thanks, man!
There was a 2019 GDC talk called hardcore blueprints I believe. It's an amazingly in-depth discussion on optimization of workflow and a visual hierarchy of what should be done in C++ and blue prints. You do need base knowledge of both...and 2 hours of time to spare but well worth it.
@@angelnajera7169 I think its this talk hes talking about. Blueprints In-depth - Part 1 | Unreal Fest Europe 2019 | Unreal Engine And part 2. The speaker talk about hardcore blue print in the beginning and that its a 2 hour talk. I my be wrong.
Coming from Unity to Unreal after 8 years of C# and the way you explain things here is fantastic. It helps me greatly to learn how things work in-depth. Thank you so much!
Blown away by the interest in the C++ Survival course! Amazing to see a few people already signed up. To clear up any confusion, you don't need to know C++ well to follow along. I show you how to install Unreal and Visual Studio, and from there we build the game and I show you how to package it and create a linux dedicated server where we host the game with steam matchmaking.
You sir, are amazing. About 14 days into my UE-life and you just taught me more in 1 hour than what I’ve learned over the last 14 days spending anywhere from 1-12 hours a day following a course. Again it just proves the point that having the right teacher will make all difference in the world. I’m so glad I found your channel. From having a feeling of - This is tough. I can do this. I’m a UE developer (getting the affirmations going there). I am now super excited because you made a lot things just click in my mind.. Thank you SO much. Please keep it up. Cheers.
Great job, Reuben! Really! Very concise and useful. Thank you so much! In *Unity 4.25+* the *"Role"* part is actually *"GetLocalRole()"* (53:19), otherwise you get a compile error. Besides, you have to set *"Net Mode"* to *"Play As Listen Server"* (47:43), just after setting the number of players.
This video really deserves more then a million views. The information is so helpful and clear. And it's a recent tutorial. GOATED. I can barely contain my excitement at how much I understand the concepts and want to code more now. Thank you, lifetime subscriber earned.
Unironicaly the best UE tutorial for learning even the basics of the engine. I went in to the video knowing Unity terms like GameObjects and prefabs and came out jealous of how easy networking looks : / Thanks so much for this!
Absolutely brilliant! Learning why and how things work and how to work in the framework as opposed to just learning parts of it just makes it so much easier to understand! Good work :DD
12:10 Note here, Unreal Engine is NOT Open Source, there's a distinction between making the source available to the public and being open source. UE uses a custom license by Epic and not an OS license.
@@tanishbajaj9517 Yes, you should listen to him, UE4 code is copyrighted. This is incredibly obvious, why would you doubt it? How do you think they charge a royalty? Why is there a copyright at the top of UE4 code files?
UE is actually Open Source, what changes is the license under which the code is distributed to the public, in this case the license is proprietary, and set in the Unreal Engine EULA's
@@unrelentingpest Most open-source software is copyrighted. Unreal is indeed open-source. That means the source code is open and available. The term usually refers to free software with liberal licenses, but it doesn't have to.
I have the answer to 2 of your questions. The reason the engine calls it "possessed" goes back to UE 1 days with Unreal. The devs had intended to allow the player to control pawns, such as the monsters or animals, live in game and be able to change monsters. This game mode was cut when Unreal 1 missed its launch date and needed to reduce the number of planned features. This game mode was finished by a mod called MCoop. CreateDefaultSubobject also goes back to the old days of version 1. This replaces the old DefaultProperties {} section that used to be at the end of every class. These were addable and editable through UnrealEd script editor but could also be edited by decompiling and exporting the UnrealScript to . uc files editable by a text editor.
dude i normaly don't understand any code tutorials but in this video however, i understood way more than i usually do. this is really good explaning for new beginners. Thank you so much and please keep it up i want to see more. you got one more subscriber now
Thank you so much for making this video. I'm an experienced Unity developer who has been trying to wrap my head around Unreal for the last few days. This video really explains a lot of important concepts well. I feel like I have a massively better understanding of how UE works now and I feel like I can finally start taking my first baby steps on my own.
The way you get your editor to look like that, with the extra info, is with Visual Assist. I figured some people would wonder why their visual studio doesn't autocomplete and the colors don't match those from the video. Super useful!
This is exactly what I was looking for. Having read through a lot of code provided by Unreal by default, I was deeply confused by how C++ scripts interacted with Blueprints. This finally helped me figure that out, and made it all make sense.
The best video I've watched on the basics of unreal and c++ together. Thank you. Was having a bit of trouble grasping concepts but after watching all of this I feel excited to use unreal
As someone who has worked with Blueprints for years and now moving to C++, this was really good. You have great pace and explain things clearly. I'll be getting your full course very soon :)
Your video is exceptional. I learned more core concepts in a half an hour watching this video than i have over the past week jumping around other sources. You really hit a lot of the points i needed answered. also, the speed at which you speak is ideal. this is one of the few videos i did not have to speed up to get through. Thank you very much, i look forward to more content from you. perhaps you can get an epic megagrant to assist in further tutorial development. I have been through literally several hundred GB worth of tutorial videos, and this was by far tops.
This is really awesome. I've been doing Unreal on my spare time for 5 years now, but I still see myself forgetting stuff if I stop here and there. This is an amazingly small video with everything in it. Good job! On my part, I'm stuck with server traveling and keeping the player state. I'm trying to do a lobby system and then launch the game. An hour long video would help 👀! Haha Keep up the amazing work! I'll go buy your serie!
About the class forwarding at 27:41, the cleanest way to forward stuff like this is just to forward right under the includes. In that case you would just need to do class UStaticMeshComponent; and you're done. Then you wouldn't have to slap the class behind any member of that kind.
You are amazing at teaching that to us. So far one of the few tutorials that goes to the point while explaining the details that matters! Thank you so much!
This video was a perfect 1hr intro to Unreal for me. I particularly like that you explained the Default GameMode and demonstrated best practices using the editor with UPROPERTIES + BP prefabs. I'm coming from Unity so it felt very familiar. Only issue for me was the capitalized local variables... bruh, that's gonna take some getting used to.
your brain is doing A LOT of work when programming.. it's a lot of precise stuff, multiple things you have to keep in memory as well as seeing how they change not just on their own, but how they make other things change, and then what the end result becomes I like to consider it like those big muscle dudes pulling trucks ... it's heavy as helllll workload lol .. probably very good for you tho :)
Good stuff so far. I've been learning Game Development in Unity for a while now and I can finally see the similarities between C# and C++. C++ seems a bit more complex but the way you explained it made the basics seem more manageable. Thank you.
Thank you for this. Dipping my toe in unreal after many years as a unity developer. This helps a lot. If you have the time I have a question: I make non-game content, and rely heavily on custom inspectors, and editor scripting.. I rarely press play. Is unreal as ‘set up’ for this kind of workflow as unity? I very much like the idea of creating core mechanics in cpp and then having the ease of the blueprint system to stitch them together on the fly.
I find prototyping by exposing my C++ functions to blueprints really flexible and easy if you're asking that. For instance I would be building up my class and I would create a blueprint child and experiment quickly with BPs and gradually flush out the blueprints with actual C++ code.
I usually implement my whole logic in blueprint first, then when I polish it out, I reimplement it in c++. The compile times for C++ are simply too long and waste iteration time
Following along in UE5, which I recognize has some differences which I'm looking up and resolving along the way. For the 43:20 mark, I'm trying to compile and execute the "Spawn an actual bullet code" - GetWorld->SpawnActor(BulletBP, SpawnTransform, SpawnParams); . But I'm seeing a build failure - error C2227: left of '->SpawnActor' must point to class/struct/union/generic type . What needs to be different, and why?
Thank you!, I can only attemp to imagine how much work it must be to put these tutorials together! However, can you link us to a completed project to download (this would be very helpful for getting through the very hard-to-read parts.)
Brilliant stuff. I am very interested in the Server and Multi player mode of working so more videos on that would be great. Thank you for Sharing this.
At 9:30, how did you get this Visual Studio project open? I've been following along up to this point but I don't have VS running, nor do I find any VS project in the Learning folder. I also don't seem to have those Learning, LearningCharacter, or LearningGameMode classes you mention (I've searched my whole hard drive; they're nowhere to be found). In fact my project doesn't even have a "Source" folder. Was there some checkbox or other step that I missed that causes UE to create these?
Great job, I especially enjoyed the explanation on replication at the end. It probably would have been more appropriate to title this "Learn Unreal Engine C++ In Your First Hour"
Can someone explain why, when he makes the server shoot function it is necessary to add the _implementation to the function name, I am finding this quite confusing especially when this wasn't done for the Shoot() function
Great video! So could you pretty much make your entire game with the blueprint feature and do no coding? I'm all about saving time and using zero code when possible.
What is the difference between using the C++ constructor and calling CreateDefaultSubobject, and using the AddComponent button once you've created the blueprint class? Are there any reason to prefer one or the other?
They call it possess probably because in the movie The Exorcist the evil spirit took control of the protagonist's body. The term "possessed" was used then.
@Reuben I am loving this tutorial, but your code screen captures using Visual Studio are hard to see (the fonts are too small for me--black on white would be an improvement too (in my opinion.)
When I saw you doing the stuff in the header files, it was just an incredibly discouraging moment. I don’t think I would ever have enough time to memorize all this.
Wouldn't it be good practice to include the StaticMeshComponent.h and ProjectileMovementComponent.h files in the bullet.h file? Then everything works without the "class" keyword, and you only need to add the #include statements in one place.
I agree, seems odd to add "class" everywhere instead of just including the headers like a normal person. But he said it's bad practice, so maybe there's some UE-specific reason to do it the weird way 🤔
I'm programming for already like 15 years, and also doing games, but for some reasons I still have this first time amazing feeling of accomplishment when I see something instantiated and moving on the screen. I guess that's what keeps me motivated :)
Same
Saaaaame!
saaaaaaaaaaaaaaame!
SAMNMNMMMNNMMME
Exactly.
I find this more useful than any other video simply because you explain your approach and how things are supposed to be done in Unreal with C++ or in general. Most videos are focused on making a single thing and don't really explain the bigger picture and that's very important! Thanks, man!
There was a 2019 GDC talk called hardcore blueprints I believe. It's an amazingly in-depth discussion on optimization of workflow and a visual hierarchy of what should be done in C++ and blue prints. You do need base knowledge of both...and 2 hours of time to spare but well worth it.
@@codymcdonald7262 I couldn't find this talk, is it uploaded somewhere? Have you been able to find it?
@@angelnajera7169 I think its this talk hes talking about.
Blueprints In-depth - Part 1 | Unreal Fest Europe 2019 | Unreal Engine
And part 2. The speaker talk about hardcore blue print in the beginning and that its a 2 hour talk.
I my be wrong.
Absolutely agree!
Coming from Unity to Unreal after 8 years of C# and the way you explain things here is fantastic.
It helps me greatly to learn how things work in-depth.
Thank you so much!
Blown away by the interest in the C++ Survival course! Amazing to see a few people already signed up.
To clear up any confusion, you don't need to know C++ well to follow along. I show you how to install Unreal and Visual Studio, and from there we build the game and I show you how to package it and create a linux dedicated server where we host the game with steam matchmaking.
phew, good thing you show how to install them. I always get stuck at that part
What version of Visual Studio are you using?
You sir, are amazing. About 14 days into my UE-life and you just taught me more in 1 hour than what I’ve learned over the last 14 days spending anywhere from 1-12 hours a day following a course. Again it just proves the point that having the right teacher will make all difference in the world. I’m so glad I found your channel. From having a feeling of - This is tough. I can do this. I’m a UE developer (getting the affirmations going there). I am now super excited because you made a lot things just click in my mind.. Thank you SO much. Please keep it up. Cheers.
I'm a noob to UE 4 and c++, I' m amazed at how interesting and accessible you make this topic. Thank you 😊.
Yeah, Part 2 Please... and Part 3, Part 4, Part 5 etc.
If you really want, his course covers a lot of ground.
yes
The most useful 1 hr about Unreal Engine I've seen so far. Thanks
Great job, Reuben! Really! Very concise and useful. Thank you so much!
In *Unity 4.25+* the *"Role"* part is actually *"GetLocalRole()"* (53:19), otherwise you get a compile error. Besides, you have to set *"Net Mode"* to *"Play As Listen Server"* (47:43), just after setting the number of players.
I know this is months later but thanks!
Thank you my friend.
Literally not doing anything
This video really deserves more then a million views. The information is so helpful and clear. And it's a recent tutorial. GOATED. I can barely contain my excitement at how much I understand the concepts and want to code more now. Thank you, lifetime subscriber earned.
Unironicaly the best UE tutorial for learning even the basics of the engine. I went in to the video knowing Unity terms like GameObjects and prefabs and came out jealous of how easy networking looks : / Thanks so much for this!
The only guy (literally) that explained what an actor is perfectly. Thank you
Absolutely brilliant! Learning why and how things work and how to work in the framework as opposed to just learning parts of it just makes it so much easier to understand! Good work :DD
12:10 Note here, Unreal Engine is NOT Open Source, there's a distinction between making the source available to the public and being open source.
UE uses a custom license by Epic and not an OS license.
should we listen to you?
@@tanishbajaj9517 Yes, you should listen to him, UE4 code is copyrighted. This is incredibly obvious, why would you doubt it? How do you think they charge a royalty? Why is there a copyright at the top of UE4 code files?
Unreal Engine is open source, what you are referring to is free (as in freedom) software.
UE is actually Open Source, what changes is the license under which the code is distributed to the public, in this case the license is proprietary, and set in the Unreal Engine EULA's
@@unrelentingpest Most open-source software is copyrighted. Unreal is indeed open-source. That means the source code is open and available. The term usually refers to free software with liberal licenses, but it doesn't have to.
my god this is head and shoulders above other tutorials. it's a quickstart, real code, tight loop in explaining and demonstrating. A+
Very amazing tutorial. I'm now changing from unity to unreal and with this tutorial all seems to be more simple. Thank you very much for posting!
@Flarem 1-2 years, as a begginer programmer
I have the answer to 2 of your questions. The reason the engine calls it "possessed" goes back to UE 1 days with Unreal. The devs had intended to allow the player to control pawns, such as the monsters or animals, live in game and be able to change monsters. This game mode was cut when Unreal 1 missed its launch date and needed to reduce the number of planned features. This game mode was finished by a mod called MCoop.
CreateDefaultSubobject also goes back to the old days of version 1. This replaces the old DefaultProperties {} section that used to be at the end of every class. These were addable and editable through UnrealEd script editor but could also be edited by decompiling and exporting the UnrealScript to . uc files editable by a text editor.
dude i normaly don't understand any code tutorials but in this video however, i understood way more than i usually do. this is really good explaning for new beginners. Thank you so much and please keep it up i want to see more. you got one more subscriber now
Thank you so much! This is hands down the best unreal tutorial I've ever seen (including paid courses).
You explained everything incredibly clearly
Thank you so much for making this video. I'm an experienced Unity developer who has been trying to wrap my head around Unreal for the last few days. This video really explains a lot of important concepts well. I feel like I have a massively better understanding of how UE works now and I feel like I can finally start taking my first baby steps on my own.
The way you get your editor to look like that, with the extra info, is with Visual Assist. I figured some people would wonder why their visual studio doesn't autocomplete and the colors don't match those from the video. Super useful!
Hi my visual studio has problem with Intellisense, which it will not auto complete or even show code such as “VisibleInstanceOnly” and “BluePrintOnly"
This is exactly what I was looking for. Having read through a lot of code provided by Unreal by default, I was deeply confused by how C++ scripts interacted with Blueprints. This finally helped me figure that out, and made it all make sense.
Best beginner (like me) Unreal Tutorial I've ever seen!
Been trying to wrap my head around UE4 for years, and this video just about cleared up ALL questions I had. Jesus I wish I saw this sooner!
The best video I've watched on the basics of unreal and c++ together. Thank you. Was having a bit of trouble grasping concepts but after watching all of this I feel excited to use unreal
As someone who has worked with Blueprints for years and now moving to C++, this was really good. You have great pace and explain things clearly. I'll be getting your full course very soon :)
It awesome that you talk about all those topics i am really interested and no one doesn't talk about much like how everything works ❤️
Damn, we need more of these!
this was one of the best explained tutorials ive watched since ive started on Unreal. Good job!
Your video is exceptional. I learned more core concepts in a half an hour watching this video than i have over the past week jumping around other sources. You really hit a lot of the points i needed answered. also, the speed at which you speak is ideal. this is one of the few videos i did not have to speed up to get through. Thank you very much, i look forward to more content from you. perhaps you can get an epic megagrant to assist in further tutorial development. I have been through literally several hundred GB worth of tutorial videos, and this was by far tops.
I want part 2. This is the best c++ UE4 tutorial for beginners I've watched. Thanks a lot!!!
Amazing video for refreshing C++ and UE4 skills! Please make part 2 :)
there is no need to make a prt 2 you smart guy
This answered all my questions about Unreal coming from Unity. Thanks so much! You're great at explaining things.
This is really awesome. I've been doing Unreal on my spare time for 5 years now, but I still see myself forgetting stuff if I stop here and there. This is an amazingly small video with everything in it. Good job!
On my part, I'm stuck with server traveling and keeping the player state. I'm trying to do a lobby system and then launch the game. An hour long video would help 👀! Haha Keep up the amazing work! I'll go buy your serie!
About the class forwarding at 27:41, the cleanest way to forward stuff like this is just to forward right under the includes. In that case you would just need to do class UStaticMeshComponent; and you're done. Then you wouldn't have to slap the class behind any member of that kind.
As a fed up Unity developer for 4 years, thank you for this
Thank you so much! I'm new to UE and in the first hour you helped me learn so much! I was able to follow your steps and things went smoothly!
A PART 2 WOULD BE FRIGGIN AWESOME 👏 CAN YOU DO IT PLEASE?
I've been looking for a video like this forever.. high leveled, easy to understand, interesting and helpful. Thank you so much Reuben.
You are amazing at teaching that to us. So far one of the few tutorials that goes to the point while explaining the details that matters! Thank you so much!
Thanks mate, took me a whole day but you were rushing
reubs, thank you so much, a lot of essential and useful tips and helpful explanation
This video was a perfect 1hr intro to Unreal for me.
I particularly like that you explained the Default GameMode and demonstrated best practices using the editor with UPROPERTIES + BP prefabs. I'm coming from Unity so it felt very familiar.
Only issue for me was the capitalized local variables... bruh, that's gonna take some getting used to.
Programming makes me hungry. I need to order a pizza.
Programming makes me hungry too....I need a job...
Programming makes me hungry too, I need a life. I don’t inherit from the human subclass for some reason.
@@TrojanLube69 ...
your brain is doing A LOT of work when programming.. it's a lot of precise stuff, multiple things you have to keep in memory as well as seeing how they change not just on their own, but how they make other things change, and then what the end result becomes
I like to consider it like those big muscle dudes pulling trucks ... it's heavy as helllll workload lol .. probably very good for you tho :)
Excellent breakdown. Excellent video. Hats off to you
This is really good. Very well explained. Not sure if you did a part 2 but the networking side would be good for me.
This is an excellent quick run down
That was such a great tutorial. I have never seen a one hour long video in one go. Please make more like these!
Very good tutorial! Fast but still on a level so you get everything. Well spent time.
Thank you for your help, can't wait for more!
Great tutorial, waiting for part 2
This was really well explained! Thanks!
Very well done, very concise, exactly what I was looking for!
Thank you so much for giving us all these free and amazing tutorials, it's all thanks to you that I'm learning
Sir I could not thank you enough! Cant wait for part 2
Good stuff so far. I've been learning Game Development in Unity for a while now and I can finally see the similarities between C# and C++. C++ seems a bit more complex but the way you explained it made the basics seem more manageable. Thank you.
Great video, Reuben! Keep 'em coming :P
I would absolutely love a part 2! This was absolutely amazing and I learned so much from it! Please make more!
Nice work man , after watching your video I got a job in 1 hour , thx a lot )
Thank you for this. Dipping my toe in unreal after many years as a unity developer. This helps a lot.
If you have the time I have a question:
I make non-game content, and rely heavily on custom inspectors, and editor scripting.. I rarely press play. Is unreal as ‘set up’ for this kind of workflow as unity? I very much like the idea of creating core mechanics in cpp and then having the ease of the blueprint system to stitch them together on the fly.
I find prototyping by exposing my C++ functions to blueprints really flexible and easy if you're asking that. For instance I would be building up my class and I would create a blueprint child and experiment quickly with BPs and gradually flush out the blueprints with actual C++ code.
Thundertastic Nice. Thank you for this
I usually implement my whole logic in blueprint first, then when I polish it out, I reimplement it in c++. The compile times for C++ are simply too long and waste iteration time
Thanks for the video. It really helpful in understanding the basic concepts..
Great video. Basic but some great points. Would love to see more on this especially the replication system for multiplayer.
Following along in UE5, which I recognize has some differences which I'm looking up and resolving along the way. For the 43:20 mark, I'm trying to compile and execute the "Spawn an actual bullet code" - GetWorld->SpawnActor(BulletBP, SpawnTransform, SpawnParams); . But I'm seeing a build failure - error C2227: left of '->SpawnActor' must point to class/struct/union/generic type . What needs to be different, and why?
I've learned more in 1 hour than I have in a whole 50 hour course that's "top rated"
yeah i know what you are talking about
@@tanishbajaj9517 udemy??
Possess is actually a really good term for what’s going on when you really think about it.
Thank you!, I can only attemp to imagine how much work it must be to put these tutorials together! However, can you link us to a completed project to download (this would be very helpful for getting through the very hard-to-read parts.)
Hey man thank you very much for the video. It helped me get comfortable doing c++. A whole hour of good instruction.
in 3 minutes 30, I already have a better understanding of UE5 than after hours of lesser tuts
Perfect tutorial, I got many things to start play with.
Excellent video!
Brilliant stuff. I am very interested in the Server and Multi player mode of working so more videos on that would be great. Thank you for Sharing this.
Very informative, love to see it pushed a bit beyond the basics, focusing on the framework. :)
Very well put together...!!!
At 9:30, how did you get this Visual Studio project open? I've been following along up to this point but I don't have VS running, nor do I find any VS project in the Learning folder. I also don't seem to have those Learning, LearningCharacter, or LearningGameMode classes you mention (I've searched my whole hard drive; they're nowhere to be found). In fact my project doesn't even have a "Source" folder. Was there some checkbox or other step that I missed that causes UE to create these?
Never mind, I found it - right at the beginning, when creating the project, you must change "Blueprint" to "C++".
I vote for part 2! and 3 and 4 and 5+ :)
Great job, I especially enjoyed the explanation on replication at the end. It probably would have been more appropriate to title this "Learn Unreal Engine C++ In Your First Hour"
Brilliant video!
Can someone explain why, when he makes the server shoot function it is necessary to add the _implementation to the function name, I am finding this quite confusing especially when this wasn't done for the Shoot() function
This is so great, I wished I found your video earlier
Nice overview - it's good to get that system level overview for C++ integration with blueprints - thanks!
Great video! So could you pretty much make your entire game with the blueprint feature and do no coding? I'm all about saving time and using zero code when possible.
great video help me a lot , thankyou!
When you opened up the Visual Studio , my brain jumped out of my head 😵⚰️⚰️⚰️
very intense and useful, 5 star
man, you are too good.
Yeah well be happy to see part 2, part 3 and many more
incredible video, really useful!! Congrats and thank u
What is the difference between using the C++ constructor and calling CreateDefaultSubobject, and using the AddComponent button once you've created the blueprint class? Are there any reason to prefer one or the other?
That was really goooooooooood! THanks
27:30 Awesome explanation! It would have sound stupid if nobody undarstands nothing
They call it possess probably because in the movie The Exorcist the evil spirit took control of the protagonist's body. The term "possessed" was used then.
*Where were You... I found only one video in the whole RUclips fr detailed explanation*
Watched your other C++ tutorials and still there were some nuggets in here like why you use TSubclassOf.
@Reuben I am loving this tutorial, but your code screen captures using Visual Studio are hard to see (the fonts are too small for me--black on white would be an improvement too (in my opinion.)
What theme are you using? it looks good.
When I saw you doing the stuff in the header files, it was just an incredibly discouraging moment. I don’t think I would ever have enough time to memorize all this.
Wouldn't it be good practice to include the StaticMeshComponent.h and ProjectileMovementComponent.h files in the bullet.h file? Then everything works without the "class" keyword, and you only need to add the #include statements in one place.
I agree, seems odd to add "class" everywhere instead of just including the headers like a normal person. But he said it's bad practice, so maybe there's some UE-specific reason to do it the weird way 🤔
I've learned more in 1 hour about UE4 than in 3 years and you've explained better some C++ for UE4 basics than a course that I've bought on Udemy
27:22 Why is that bad practice?
yeah I was wondering the same thing.
Holy shit you r so didactic, you helped me a lot, gona sub on patreon, good job.