I won't pretend this is my first blog in a long time. I've finished my degree in Uni and have lot more free time to continue game dev without interruption for a while.
I'm currently working with UE4, coding aspect to be specific. I've found few odd bugs with UE4 Blueprint hierarchy. C++ aspect of UE4 is a breeze except occasional hiccup with intellisense especially with headers, # includes, and directory. UE4 have auto-generated header .generated. This has to be included last in .h file and often when including other headers you will have to recompile in order for the intellisense to behave. Are those two related? Not sure, probably worth finding out later, or perhaps I can simply use a git to check what exactly the generated header do.
Other then that and other mild annoyance mostly do with rapidly changing/developing engine and deprecating classes/methods and old need-update-tutorials C++ aspect of coding is pretty good. I'm really impressed with the rich usable up-to-date libraries and heavy code re-usability. This is relative to my experience with Ogre3D and Unity.
Blueprint side, things are pretty nice especially the ease of debugging and heavy use of graphical indicators. Only kink that I found a little odd is the rather unexpected behavior of an actor/pickup blueprint class that has both mesh and a collision mesh. Odd thing is that enabling physics on a child(mesh) results in odd behavior. When spawned the mesh will spawn only at the origin separating from the collision mesh. I guess it is logical to enable physics only on the collision mesh component but I expected a sort of scene graph for all components of same blueprint object enabling them to stay together and never getting separated.
On slightly off topic side of things, I've learned few VS commands(still miss emacs though, I will try to incorporate that into the UE4 workflow if possible) and encoding charsets. Latter I did as I was impressed with the UE4's succinct encoding scheme but there is really nothing new that I've learned that I didn't know already. Being Korean you kinda have to understand non-ASCII chars and wonderful unicode encoders.
I'm currently working with UE4, coding aspect to be specific. I've found few odd bugs with UE4 Blueprint hierarchy. C++ aspect of UE4 is a breeze except occasional hiccup with intellisense especially with headers, # includes, and directory. UE4 have auto-generated header .generated. This has to be included last in .h file and often when including other headers you will have to recompile in order for the intellisense to behave. Are those two related? Not sure, probably worth finding out later, or perhaps I can simply use a git to check what exactly the generated header do.
Other then that and other mild annoyance mostly do with rapidly changing/developing engine and deprecating classes/methods and old need-update-tutorials C++ aspect of coding is pretty good. I'm really impressed with the rich usable up-to-date libraries and heavy code re-usability. This is relative to my experience with Ogre3D and Unity.
Blueprint side, things are pretty nice especially the ease of debugging and heavy use of graphical indicators. Only kink that I found a little odd is the rather unexpected behavior of an actor/pickup blueprint class that has both mesh and a collision mesh. Odd thing is that enabling physics on a child(mesh) results in odd behavior. When spawned the mesh will spawn only at the origin separating from the collision mesh. I guess it is logical to enable physics only on the collision mesh component but I expected a sort of scene graph for all components of same blueprint object enabling them to stay together and never getting separated.
On slightly off topic side of things, I've learned few VS commands(still miss emacs though, I will try to incorporate that into the UE4 workflow if possible) and encoding charsets. Latter I did as I was impressed with the UE4's succinct encoding scheme but there is really nothing new that I've learned that I didn't know already. Being Korean you kinda have to understand non-ASCII chars and wonderful unicode encoders.