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Game Development Projects with Unreal Engine
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Every C++ project in Unreal Engine has a Visual Studio solution. This, in turn, drives all the code and provides developers with the ability to set up execution logic and debug code in its running state.
The Visual Studio solution (.sln
) file that's produced inside the project directory contains the entire project and any associated code that's been added to it.
Let's have a look at the files present in Visual Studio. Double-click the .sln
file to open it within Visual Studio.
In Solution Explorer
, you will see two projects called Engine
and Games
.
At the base level, Unreal Engine itself is a Visual Studio project and has its own solution file. This contains all the code and third-party integrations that work together in Unreal Engine. All the code within this project is called the "source" code.
The Engine project consists of the external dependencies, configurations, plugins, shaders, and source code of Unreal Engine that are currently being used for this project. You can, at any time, browse the UE4 -> Source
folder to view any of the engine code.
Note
As Unreal Engine is open source, Epic allows developers to both view and edit source code to suit their needs and requirements. However, you cannot edit the source code in the version of Unreal Engine that's installed via the Epic Games Launcher. To be able to make and build changes in source code, you need to download the source version of Unreal Engine, which can be found via GitHub. You can use the following guide to download the Source Version of the Unreal Engine: https://docs.unrealengine.com/en-US/GettingStarted/DownloadingUnrealEngine/index.html
After downloading, you can also refer to the following guide for compiling/building the newly downloaded engine: https://docs.unrealengine.com/en-US/Programming/Development/BuildingUnrealEngine/index.html
Under the Games
directory is the solution folder with the name of your project. Upon expansion, you'll find a set of folders. You will be concerned with the following:
.Target.cs
extension, and one build file that ends with Build.cs
.Visual Studio provides powerful debugging features with the help of breakpoints in code. It enables users to pause the game at a particular line of code so that the developer can see the current values of variables and step through the code and game in a controlled fashion (can proceed line by line, function by function, or so on).
This is useful when you have a lot of variables and code files in your game project, and you want to see the values of the variables being updated and used in a step-by-step fashion to debug the code, find out what issues there are, and solve them. Debugging is a fundamental process of any developer's work, and only after many continuous debugging, profiling, and optimization cycles does a project get polished enough for deployment.
Now that you've got the basic idea of the Visual Studio solution, we'll move on and cover a practical exercise on it.
In this exercise, you'll be creating a project using the Third Person Template of Unreal Engine and will debug the code from within Visual Studio. We'll be investigating the value of a variable called BaseTurnRate
in the Character
class of this template project. We'll see how the value updates as we move through the code, line by line.
The following steps will help you complete this exercise:
Games
section and click Next
.Third Person
and click Next
.ThirdPersonDebug
, and click the Create Project
button.ThirdPersonDebugCharacter.cpp
file:Figure 2.2: ThirdPersonDebugCharacter.cpp file location
18
. A red dot icon should appear on it (you can toggle it off by clicking on it again):Figure 2.3: Collision capsule init code
Here, we are getting the capsule
component (explained further in Chapter 3, Character Class Components and Blueprint Setup) of the character, which, by default, is the root component. Then, we are calling its InitCapsuleSize
method, which takes in two parameters: the InRadius
float and InHalfHeight
float, respectively.
Development Editor
and click on the Local Windows Debugger
button:Figure 2.4: Visual Studio build settings
Note
If the window doesn't pop-up, you can open the window manually by opening Autos
under Debug
> Windows
> Autos
. Additionally, you may also use locals
.
Figure 2.5: Visual Studio variable watch window
this
shows the object itself. The object contains variables and methods that it stores, and by expanding it, we're able to see the state of the entire object and its variables at the current line of code execution.
this
, then ACharacter
, and then CapsuleComponent
. Here, you can see the values for the CapsuleHalfHeight = 88.0
and CapsuleRadius = 34.0
variables. Next to line 18
, where the red dot initially was, you will see an arrow. This means that the code is at the end of line 17
and has not executed line 18
yet.Step Into
button to go to the next line of code (Shortcut: F11). Step Into
will move into code inside the function (if present) on the line. On the other hand, Step Over
will just execute the current code and move to the next line. Since there is no function on the current line, Step Into
will mimic the Step Over
functionality.Figure 2.6: Debug step into
21
and that the variables have been updated. CapsuleHalfHeight = 96.0
and CapsuleRadius = 42.0
are highlighted in red. Also, notice that the BaseTurnRate
variable is initialized to 0.0
:Figure 2.7: BaseTurnRate initial value
22
. Now, the BaseTurnRate
variable has a value of 45.0
and BaseLookUpRate
is initialized to 0.0
, as shown in the following screenshot:Figure 2.8: BaseTurnRate updated value
27
. Now, the BaseLookUpRate
variable has a value of 45.0
. Similarly, you are encouraged to step in and debug other sections of the code to not only familiarize yourself with the debugger but also to understand how the code works behind the scenes.
By completing this exercise, you've learned how to set up debug points in Visual Studio, as well as stop debugging at a point, and then continue line by line while watching an object and its variable's values. This is an important aspect for any developer, and many often use this tool to get rid of pesky bugs within code, especially when there's a lot of code flows and the number of variables is quite large.
Note
At any point, you can stop debugging, restart debugging, or continue with the rest of the code by using the following buttons on the top menu bar:
Figure 2.9: Debugging tools in Visual Studio
Now, we'll look at importing assets into an Unreal project.