Difference between revisions of "Patreon Exclusive Content"
From Chilipedia
(→Chili Fucks Unreal Engine 4) |
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|- style="border:1px solid grey;background-color:#667;color:#c1c1c1;text-align:center;" | |- style="border:1px solid grey;background-color:#667;color:#c1c1c1;text-align:center;" | ||
| style="border:1px solid grey;"|2 | | style="border:1px solid grey;"|2 | ||
− | | style="border:1px solid grey;"|Extend Pawn / User Input | + | | style="border:1px solid grey;"|Extend Pawn / User Input / Attach Components |
| style="border:1px solid grey;"|Nov 1, 2016 | | style="border:1px solid grey;"|Nov 1, 2016 | ||
| style="border:1px solid grey;"|48:27 | | style="border:1px solid grey;"|48:27 | ||
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| style="border:1px solid grey;"|YES | | style="border:1px solid grey;"|YES | ||
|- style="background-color:#333;color:#c1c1c1;" | |- style="background-color:#333;color:#c1c1c1;" | ||
− | | style="border:1px solid grey;padding:8px;" colspan="6" | This video covers extending the Pawn class to create a user agent, and implementing keyboard controls for the pawn. [https://docs.unrealengine.com/latest/INT/Programming/Tutorials/PlayerInput/index.html Original Tutorial Link] | + | | style="border:1px solid grey;padding:8px;" colspan="6" | This video covers extending the Pawn class to create a user agent, and implementing keyboard controls for the pawn. We also create components and attach them to the Pawn. [https://docs.unrealengine.com/latest/INT/Programming/Tutorials/PlayerInput/index.html Original Tutorial Link] |
|- style="border:1px solid grey;background-color:#667;color:#c1c1c1;text-align:center;" | |- style="border:1px solid grey;background-color:#667;color:#c1c1c1;text-align:center;" | ||
| style="border:1px solid grey;"|3 | | style="border:1px solid grey;"|3 | ||
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|- style="border:1px solid grey;background-color:#667;color:#c1c1c1;text-align:center;" | |- style="border:1px solid grey;background-color:#667;color:#c1c1c1;text-align:center;" | ||
| style="border:1px solid grey;"|4 | | style="border:1px solid grey;"|4 | ||
− | | style="border:1px solid grey;"| | + | | style="border:1px solid grey;"|Cameras / TArray<> |
| style="border:1px solid grey;"|Nov 24, 2016 | | style="border:1px solid grey;"|Nov 24, 2016 | ||
| style="border:1px solid grey;"|39:52 | | style="border:1px solid grey;"|39:52 | ||
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| style="border:1px solid grey;"|YES | | style="border:1px solid grey;"|YES | ||
|- style="background-color:#333;color:#c1c1c1;" | |- style="background-color:#333;color:#c1c1c1;" | ||
− | | style="border:1px solid grey;padding:8px;" colspan="6" | In this video we create some cameras, attach them to shit, switch between them, and move them the fuck around. We also check out the UE4 TArray<> container class and how it can be exposed to / manipulated from the editor environment.[https://docs.unrealengine.com/latest/INT/Programming/Tutorials/VariablesTimersEvents/index.html Original Tutorial Link] | + | | style="border:1px solid grey;padding:8px;" colspan="6" | In this video we create some cameras, attach them to shit, switch between them, and move them the fuck around. We also check out the UE4 TArray<> container class and how it can be exposed to / manipulated from the editor environment. [https://docs.unrealengine.com/latest/INT/Programming/Tutorials/VariablesTimersEvents/index.html Original Tutorial Link] |
+ | |- style="border:1px solid grey;background-color:#667;color:#c1c1c1;text-align:center;" | ||
+ | | style="border:1px solid grey;"|6 | ||
+ | | style="border:1px solid grey;"|Logging / Map & Game Mode / Mouse / Jumping / Importing & Adding Rigged Mesh | ||
+ | | style="border:1px solid grey;"|Dec 14, 2016 | ||
+ | | style="border:1px solid grey;"|1:09:01 | ||
+ | | style="border:1px solid grey;"|$2 | ||
+ | | style="border:1px solid grey;"|YES | ||
+ | |- style="background-color:#333;color:#c1c1c1;" | ||
+ | | style="border:1px solid grey;padding:8px;" colspan="6" | This video is the first part of a multi-part miniseries covering the official C++ FPS tutorial for UE4. In this video we do a bunch of setup bullshit, fool around with logging, do some input mapping bullshit featuring the mouse and some jump controls, and import and attach a rigged mesh to our Character, who looks like a half-starved Michelin Man for fucks sake. [https://docs.unrealengine.com/latest/INT/Programming/Tutorials/VariablesTimersEvents/index.html Original Tutorial Link] | ||
|} | |} |
Revision as of 15:32, 24 December 2016
Patrons of Planet Chili have access to exclusive content produced in appreciation of your support. These videos are unlocked by using the Chili Bucks that you receive for your pledges (every $1 pledged earns one Chili Buck). There are also about 1.5 ~ 2 bonus videos per month that are automatically unlocked for active patrons (Chili Bucks can be spent to unlock back issues of these videos).
Chili Fucks Unreal Engine 4
This series chronicles Chili's journey through the atrociously-documented world of Unreal Engine 4 C++ development. It is not a tutorial per say, but rather a candid look at how someone might go about learning a new platform. Expect many expletives. This series is currently being offered gratis to active Patrons as a Patreon perk.
# | Topic | Release Date | Runtime | Cost | Bonus |
1 | Project Setup / Inherit & Extend Actor | Oct 9, 2016 | 42:54 | $2 | YES |
In this video Chili takes his first steps into the world of UE4 C++ dev, tackling the first official tutorial. We learn how to expose ourselves to UE4. Cones will hover and burn. Original Tutorial Link | |||||
2 | Extend Pawn / User Input / Attach Components | Nov 1, 2016 | 48:27 | $2 | YES |
This video covers extending the Pawn class to create a user agent, and implementing keyboard controls for the pawn. We also create components and attach them to the Pawn. Original Tutorial Link | |||||
3 | Timers / Blueprint-C++ Interop Scripting | Nov 16, 2016 | 55:18 | $2 | YES |
This video covers the topic of exposing C++ member functions to the UE4 Blueprint scripting engine so that they may either be called or implemented in Blueprints. We also do said calling and implementing inside of Blueprints (this is not C++, Chili does not approve). The tutorial also covers using UE4 timers. Original Tutorial Link | |||||
4 | Cameras / TArray<> | Nov 24, 2016 | 39:52 | $2 | YES |
In this video we create some cameras, attach them to shit, switch between them, and move them the fuck around. We also check out the UE4 TArray<> container class and how it can be exposed to / manipulated from the editor environment. Original Tutorial Link | |||||
6 | Logging / Map & Game Mode / Mouse / Jumping / Importing & Adding Rigged Mesh | Dec 14, 2016 | 1:09:01 | $2 | YES |
This video is the first part of a multi-part miniseries covering the official C++ FPS tutorial for UE4. In this video we do a bunch of setup bullshit, fool around with logging, do some input mapping bullshit featuring the mouse and some jump controls, and import and attach a rigged mesh to our Character, who looks like a half-starved Michelin Man for fucks sake. Original Tutorial Link |