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The Unreal Engine Game Framework: From int main() to BeginPlay

Posted on January 24, 2022 By Alex Forsythe



What happens when you start up your Unreal Engine game? This video is a guided tour of the Engine’s initialization process: along the way, we’ll glimpse the high-level structure of the Engine (modules, game instances, local players, and viewports) and we’ll see how all the different parts of the Game Framework (game modes, game states, player controllers, and the like) fit together.

00:00 – Introduction: The game loop
01:13 – Unreal’s scary initialization code
02:35 – GuardedMain and FEngineLoop
03:09 – PreInit: loading engine, project, and plugin modules (IModuleInterface, UObject)
05:17 – Init: Creating and starting the Engine (UEngine / UGameEngine)
07:34 – Engine initialization (UGameInstance, UGameViewportClient, ULocalPlayer)
09:24 – LoadMap: Reloading the world from disk (UWorld, ULevel)
11:18 – LoadMap: Bringing the world up for play (AGameModeBase, AGameStateBase, AGameSession)
14:10 – LoadMap: Logging the player into the game (APlayerController, APlayerState, UPlayer / UNetConnection)
15:54 – LoadMap: Restarting the player (APawn, APlayerStart, AController / AAIController)
18:11 – LoadMap: Routing the BeginPlay event (AWorldSettings)
18:43 – Animated callstack summary
21:55 – Base game mode classes (AGameMode, AGameState)
22:36 – Characters and Pawns (ACharacter, UCharacterMovementComponent)
24:02 – Where to specify custom subclasses
25:32 – Delegates and subsystems (UGameInstanceSubsystem, UWorldSubsystem)
26:42 – Conclusion

Patreon: https://patreon.com/alexforsythe
Twitter: https://twitter.com/alexforsythe

#UnrealEngine #UE4 #programming

Gameplays Tags:gameplay framework ue4

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