In Unreal we have generally two types of codes and one type of content.
"Content" in terms of 3D models, sounds, textures, materials and so on
are called Assets
. You use these assets to make stuff in your game
f.e. visible to the user. There are multiple types of assets:
-
- StaticMesh
-
A simple 3D Object like a
.obj
or.fbx
-
- Sound
-
Sounds like the background music or footsteps.
-
- Skeleton
-
Characters like the player or enemies have a skeleton to tell the engine f.e. where bones and joints are.
-
- TextureSample
-
Textures like the grass texture, ficsit logo or the items in the inventory are simple images called "Texture Samples".
-
- Materials
-
Every surface has a material applied on it, so the renderer does know how he should let the surface look like. Here textures and surface properties like reflection and roughness come together.
-
- Blueprints
-
Discussed in its own Concept-Page.
Native code describes code that is written in C and can't directly be
changed in the Unreal Editor because the Editor itself uses this code.
This kind of code can interact with the computer on a very low level and
is often used when performance is really important. Much things of
Satisfactory is written in C so you will often find out that there is
the functionality you cant access from within Blueprints
. Native
code is compiled directly into machine code and that means for every
platform you want to compile for, you would need to compile this code
separately.
Warning
|
This can be a problem for you when the game updates. Because that would mean you need to download the C++ code again and compile it, and this can be difficult if you don’t know what you do. |
Besides this downside, native code allows you to low-level manipulation of the engine environment and also allows you to implement third-party libraries like discord, curl and Lua.
This is a kind of asset which is compiled into the pak files as a kind of bytecode which then gets loaded and linked at runtime through the Unreal BP VM.
Tip
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To learn more about |