Difference between revisions of "Wiki Page Proposals"

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<div style="float:right; padding-left: 2pt;">__TOC__</div>
The purpose of this page is to let other Wiki contributors know your plans and so we can more easily collaborate on interconnecting articles.
*It may not be a good idea to pluralize reference pages, can be linked in plural using  {{code|[[Object|Objects]]}}. For guides such as [[Movement Mechanics]] it should be fine.
*Remove prefix (T,F,E,U,A) like [[Interfaces In C++]] the property system is discussed through out the page.
* Templates - Perhaps tutorials expanding on these.
* Directory Structure - Also understanding redirects
** [[Cleaning Your Project]]
*[[Game Framework explained]]
*[[Every project needs a version control system]]
*[[How Continuous Integration boosts development]]
*Run down on the core node types, describing each part of the node so people can learn about the details of the BP UI at a glance.
*Differences between how the Material Node Graph works vs others like BP and Particles.
*Similarities with BP but also differences.
When writing code for UE4 its not exactly the same as C++, there are alot of helpers and special types in the Engines API.
*[[Unreal Property System]]
:: The C# tool chain (Build Tools) in UE4 such as UHT & UBT needs mentioning. A list of common [[Errors & Warnings]] that arise when using UHT & UBT, help point people in the right direction.
*Modules ([[Anatomy of plugin]])
:: Including Editor Modules (tool plugins), Content Only Modules (blueprint plugins) etc - Not covered here [[Creating C++ module]]
*[[Memory Management]]
:: Smart pointers, reference helpers and other T types. Reflection, referred to on this page as UObject System.
*[[Flow Control]] - If / Else If / Else, While, Return, For etc (Blueprint as well)
===Member Types===
*[[Numerical Types]] - Mainly in relation to Unreal Engine 4 [[Numerical#uint32|uint32]], [[Numerical#uint8|byte]]. (could also contain float for completeness)
*[[Compound Types]] - Could also be known as [[Structures]] but could possibly include, classes.
**[[Vector|Vectors]] - Can discuss some basics on using vectors, vector operations (including dot and cross) as well as more advanced topics such as normalizing vectors (unit vectors) and conversions to rotations.
**[[Rotator|Rotators]] - Topics such as conversions to different value types such a radians, degrees, etc. More advanced [[Quaternion|Quat]].
**[[Color|Colors]] - Include other color types such as [[Color#Linear Color|Linear Color]].
*[[Container Types]] - Base page for all container types.
**[[Array|Arrays]] - All information on the different array types can be found here from TArray to Sparse.
**[[Map|Maps]] -How do we name Type pages [[Map (Container)]], specifies that its a container type in the title. Do we do this for all Containers?
**[[Curve|Curves]] - Unreal Engine 4 contains many different types of curves used throughout the editor interface. (UCurveVector, UCurveFloat)
*[[Function|Functions]] - We could include function pointers and references. [[Event|Events]] - Delegates
{{warning|Need to work out a category for classes, interfaces, and enumerators.}}
===Core Classes===
*[[Basic Class Structure]]
*[[Game Framework explained]]
*[[Movement Mechanics]] - A guide to basic movement and physics in the Character Movement Component.
**Components (CharacterMovement, FloatingPawnMovement, Movement, NavMovement, PawnMovement, ProjectileMovement, RotatingMovement)
*[[Multiplayer]] - Networking, Authoritative Server Model, Replication (GetLifetimeReplicatedProps), Travelling.
===Technical Art===
*[[Skeletal Mesh|Skeletal Meshes]] - Animation systems behind Skeletal Meshes as well perhaps.
**[[Animation]] - Root motions, physics based animations.
*[[Static Mesh|Static Meshes]] - Can contain information on HISM and HLODs
*[[Material|Materials]] - Parameter Collections, Material Instancing, Layering.
**[[Shader|Shaders]] - Expansion into deeper technical topics HLSL.
*[[Post Process|Post Processing]]
*[[Particle Effects]] - Niagara is out of beta as of 4.25, can start pointing people towards using this as default. {{code|UParticleSystem}} vs {{code|UNiagaraSystem}}.
*[[Spline|Splines]] - Spline Component, Spline Meshes and other topics where they may also be relevant such as relating to [[Curve|Curves]]
*New Audio system vs old, HRTF and all the other cool things going on in Audio right now. Environmental Soundscapes using 3d audio etc.

Latest revision as of 01:00, 28 July 2020