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TSets are a fast container class to store usually unique elements in a context where the order is irrelevant. Custom implementation of shared pointers, including weak pointers and non-nullable shared references. Using customized serialization code and versioning to control how Objects are loaded from Assets and Packages. Overview of the automation system used for unit testing, feature testing, and content stress testing. An overview of Online Subsystem Steam, including how to set up your project for distribution on Valve's Steam platform.
How assets are discovered by the editor and how to make it know more about asset types before they are loaded. We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime. Programming Guide.
Unreal Engine 4. On this page. Programming Quick Start. Build Configurations Reference. Reference guide for solution and project build configurations. Building Unreal Engine from Source. Compiling Unreal Engine from source. Programming Tools. Applications, tools, and add-ins that are useful for programmers working with Unreal Engine.
Low-Level Memory Tracker. Overview of the Console Manager and implementation details for creating console variables. Coding Standard. Standards and conventions used by Epic Games in the Unreal Engine 4 codebase. Tips, tricks, and techniques for setting up Visual Studio to work with Unreal Engine 4. UnrealVS Extension. Compiling Game Projects. Managing Game Code.
Adding code and generating project files. Gameplay Modules. Collections of gameplay classes belonging to a game project compiled into DLLs. Gameplay Classes. Reference to creating and implementing gameplay classes. Reference to creating and implementing functions for gameplay classes. Metadata Specifiers. Reference to creating and implementing structs for gameplay classes.
How to create Unreal Engine plugins. Reference to creating and implementing interfaces. Explanations of the basic gameplay elements, Actors and Objects. Reference for creating and implementing properties for gameplay classes.