Project Setup & First C++ Class
Recorded with: 5.6 | Last Update: 5.6 | GitHub Commit
In this lesson we create the blank project files and add our first C++ Class (RogueCharacter). I explain some basic Unreal Editor navigation and more core concepts that we will dive into deeper in upcoming lessons.
Install Unreal Engine 5.6 or above
Soon enough you will need to import course content assets which were saved using UE 5.6 which means they can not be loaded into an older engine version. You should therefor follow along with this course using UE 5.6 or higher. Also certain features may not be available (or stable) yet prior to 5.6.
Historically upgrading engines has not been a big issue when following this C++ course. When necessary, I will add notes to lessons as new engine versions release which may change certain behaviors or code.
Reference
- Gameplay Framework Classes Overview | Tom Looman
-
Code & Asset Naming Conventions | Tom Looman
- C++ Complete Guide | Tom Looman
Note for Visual Studio Users
When deleting the ActionRoguelikeGameMode class you will need to right-click your uproject file in Windows Explorer and click Generate Visual Studio Project Files to ensure the generated solution file (.sln) is refreshed.
GitHub
Each lesson has a GitHub Commit linked at the top. This contains the "diff" or file changes we made in that lesson so you may compare. You can also click "Browse Files" in the top right of those commits to view the repository at that point in time, if you prefer to compare it that way.
In theory, you may even use this strategy to skip ahead or to recreate a project from a specific lesson if you lost files or are returning after a long time.
Source Control Tutorials
For my day-to-day work on games in studios I use Perforce, however for this open-source project I use GitHub as it provides the most convenient way to share and manage the source code. The Desktop App made by GitHub is pretty easy to use and I would recommend at least using this as your backup tool throughout the course if you don't already have pre-existing knowledge about Source Control.

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