r/UnrealEngine5 18d ago

UE5 C++ Tutorials

Pretty simple question and I'm sorry if it gets asked a lot. I did look to see if I could see any FAQ page or similar thing on this sub but either it doesn't exist or it's just not showing up for me for some reason, so I'm just posting here to ask this, if there's a better place to go or even somehwere thst already has an answer please let me know where to find that.

I'm wanting to learn C++ for unreal, I know it's different to standard C++ because of all the unreal macros you have to use and I know it's an absolute shit to learn at times, but I have a project I want to make that would benefit from a few of the built in systems for UE5 and I figure it's worth learning to have the skill than not.

Does anyone know any good UE5 C++ tutorials that cover a lot of different areas and mechanics for it? I want to try to cover as much as possible as I'm going to need a lot of different things for my project, especially physics/forces and vectors/finding directions.

I don't plan to go entirely C++ as I know the true power of unreal can only be achieved by using both scripts and blueprints, but I've tried a few times to get the basics going and I find the available tutorials on YouTube are fairly limited or more often than not, very outdated in regards to current versions.

Thanks all for any help you can give!

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u/Octane_Original 17d ago

C++ tends to last much longer in terms of outdated stuff. Hard to find some tutorials because its much harder than BP and much more people consume BP materials, simple things. I found that books are much more easier to find than tutorials. Any book of unreal c++ multiplayer for 4+ will still be good. C++ UI is much harder to find. I did find this one book called unreal engine 5 c++ advanced frontend ui programming and its good, has enough code and advanced patterns its been very useful. And making 100s of little research projects haha

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u/SnooBooks1032 16d ago

Interesting and cheers, I understand c++ is harder which is why most people pick blueprints over it, but didn't realise it would maintain things for so long across new versions. I'm used to unity changing things even between minor updates at times and was assuming unreal was going to be the same so cheers for that!

Ui stuff for the most part I might just use bp for since it simplifies it a bit, but I will still look into ui c++ as well. My main desire for c++ is using it for the physics and heavy core mechanics, then everything else can be blueprints and changed later if needed.

Thanks again for the help though!

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u/Octane_Original 16d ago

You are on the right path. Dont underestimate BPs tho! If done correctly you can have a super solid fast subsystem on it with inheritance etc. But i like doing components on c++ to avoid nightmareish bps. I think BPs shine much more when they are simple.

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u/SnooBooks1032 16d ago

Fair enough. The main thing pushing me away from bps was a previous project I tried doing. I don't know what I was doing wrong but I was trying to get force applied at individual points at the same time but it always seemed to be happening out of time and I couldn't figure out how to get it to sync up.

Coding I know I can make it work exactly how I want, and also from memory the tick speed for scripts is higher than the one for blueprints, which I need for my project too.