
I’ve only been able to make it through about one and a half of these a night the past few nights. The more exhausted you get, the harder it is to take in increasingly technical concepts. The last lecture doesn’t make a ton of sense to me at all this fine dark almost 2AM, so I’m going to head to sleep now that I’ve got some basic collision detection happening. Read More >

Udemy’s interface had just been changed, but I think it’s been sorted now… so the numbering back on track again. In this collection, we simply set up volumes to prevent escape of the room, make a trigger that closes the door after x amount of time, and then set up the basics needed so that we have a DefaultPawn character of our choice being used when we start a game. Read More >

Interesting, the layout has been changed on the Udemy course, and while I was previously prepared to start Lecture 59 today, it looks as though I’m now at Lecture 65. I’m not sure how exactly the course structure has changed, but it doesn’t look as though I’ve missed anything. Meanwhile, this series of lessons sees us learn how to access transform information, manipulate transform information, do some basic layout of geometry, use the UPROPERTY macro, and use a trigger in combination with the player to open the door. Read More >

It’s oddly satisfying to get some C++ working and see a connection with UE4, even if it’s as minor as printing a Warning message in the output. At least I can rest assured that all the perforce set-up I’ve done is working. Read More >

Alright, well I’ve had a little bit of time to poke around, and so far it seems that things aren’t as bad as I dreaded after upgrading to Windows 10. Only a very small number of minor issues at the moment, though I’ll be sure to keep you updated if I come across anything major. So I’ll talk very briefly on that process, on some additional work I did in preparation for following more of the Unreal/C++ tutorials, and then I’ll go to sleep. As I always do. Sweet… sweet sleep, you sultry siren… Read More >

This involved a lot of getting my source control working… and I’m honestly not 100% confident in what I’ve done… the SourceTree solution that is being used in these videos seems more straight forward than Perforce, which is what I’ve decided to use out of habit. But as I’m not much for setting up pipelines, this could end up causing me a lot of headache. Read More >

Ok, I had to take a day off from learnin’ but now I’m ready to get started once again. Section 3 promises to cover both C++ and Unreal Engine, and is looking to be at almost twice the length of what I’ve already learned. Let’s get crackin’! Read More >

Wheeee! I’m at the end of Section 2! Trudging through the basics is obviously necessary, but I’m itching to get into the actual Unreal Engine side of things as well. I’m happy to be done with the c++ exclusive component… and am ever closer to being able to start prototyping something of my own design. Read More >

40 more videos to go! Mind you the course is still in progress, so there’s a real possibility that there will be more to watch by the time these are done. I must say, I really like Ben Tristem’s teaching style. I feel like I want to make some Houdini tutorials at some point (I’ve had this in my head for over a year now… but it’s rather difficult to make happen now that I live in a tiny apartment with a small child…) and I can think of ways that Ben’s teaching style will influence mine. But enough on that, it’s time for me to do some more learnin’. Read More >