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#unrealengine#gameframework#initialization
30K subscribers • 1 video on Hallway
Intermediate. Assumes working knowledge.
287K views5 years ago2 recommendations
Game developmentSystems programmingUnity, Unreal and GodotBuilding a game engine
Alex Forsythe explains the initialization process of Unreal Engine, tracing the execution path from the main entry point to the start of gameplay.
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. - Introduction: The game loop - Unreal's scary initialization code - GuardedMain and FEngineLoop - PreInit: loading engine, project, and plugin modules (IModuleInterface, UObject) - Init: Creating and starting the Engine (UEngine / UGameEngine) - Engine initialization (UGameInstance, UGameViewportClient, ULocalPlayer) - LoadMap: Reloading the world from disk (UWorld, ULevel) - LoadMap: Bringing the world up for play (AGameModeBase, AGameStateBase, AGameSession) - LoadMap: Logging the player into the game (APlayerController, APlayerState, UPlayer / UNetConnection) - LoadMap: Restarting the player (APawn, APlayerStart, AController / AAIController) - LoadMap: Routing the BeginPlay event (AWorldSettings) - Animated callstack summary - Base game mode classes (AGameMode, AGameState) - Characters and Pawns (ACharacter, UCharacterMovementComponent) - Where to specify custom subclasses - Delegates and subsystems (UGameInstanceSubsystem, UWorldSubsystem) - Conclusion Patreon: patreon.com/alexforsythe Twitter: twitter.com/alexforsythe #UnrealEngine #UE4 #programmingWhat people say. Recommended as a clear explanation of Unreal Engine's initialization process and high-level architecture.
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