Unreal Engine 4 General Flashcards

1
Q

UCLASS macro

A
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2
Q

USTRUCT macro

A
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3
Q

Why UCLASS and USTRUCT are empty macroses, what are they doing, when to use which?

A
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4
Q

Why does Unreal Engine has it’s own containers?

A
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5
Q

Delegates in Unreal Engine - single, multicast, dynamic, events - what is the difference?

A
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6
Q

UE Interfaces - what is the difference between CPP interfaces?

A
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7
Q

Is there anything special if you call BP Interface in cpp?

A
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8
Q

What is UObject? What abstractions does it represent?

A
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9
Q

What is the difference between UObject and AActor? What is the principal difference?

A
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10
Q

Can UObject do the same functions as AActor?

A
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11
Q

Why AGameState and APlayerState are actors?

A
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12
Q

Why AGameMode and AHUD are actors?

A
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13
Q

Why do we need to use UPROPERTY

A
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14
Q

How to solve cyclical dependencies?

A
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15
Q

When will UObject be destroyed?

A
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16
Q

How to safe object from garbage collector?

17
Q

How actor tick works?

18
Q

What are the main tick groups?

19
Q

AActor lifecycle

20
Q

UActorComponent vs USceneComponent vs UPrimitiveComponent - what is the difference and when to use them?

21
Q

FName vs FString vs FText - what is the difference and when to use them?

A

FName is hashed and non-case sensitive. Used for IDs, bones, Rownames etc
FString is just string, array of characters + usefull methods for string operations + standard way to interact with other services and APIs. Also used in stringtables as Id
FText used for localization, contains namespace

22
Q

What is CDO

A

Class Default Object

23
Q

What containers there are in Unreal Engine?

A

TArray
TSet
TMap

24
Q

What are the fields of usage for different UE containers?

25
What is the difference between Emplace() and Add()
26
Unreal Engine smart pointers - what are the types and how they are working in UE?
27
What creates references between blueprints?
28
UObject* vs TSoftObjectPtr - what is the difference and when to use?
29
TSubclassOf vs TSoftClassPtr - what is the difference and when to use?
30
What are the main threads in UE?
31
Which tasks are working parallel and which are not?
32
How does tick groups work?
33
What actions can be done in their own parallel threads?
34
What actions can't be completed in parallel threads?
35
How to sync threads with main thread?
36
How to async load resources?
37
What will happen if loadsyncronous called during overall async flow
It will flush the async load, create a stutter