Difference between revisions of "Patreon Exclusive Content"

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(Chili Fucks Unreal Engine 4)
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| style="border:1px solid grey;padding:8px;" colspan="6" | 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. [https://docs.unrealengine.com/latest/INT/Programming/Tutorials/VariablesTimersEvents/index.html Original Tutorial Link]
 
| style="border:1px solid grey;padding:8px;" colspan="6" | 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. [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;"|4
 
| style="border:1px solid grey;"|Cameras / TArray<>
 
| style="border:1px solid grey;"|Nov 24, 2016
 
| style="border:1px solid grey;"|39:52
 
| 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" | 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/AutoCamera/index.html Original Tutorial Link]
 
|- style="border:1px solid grey;background-color:#667;color:#c1c1c1;text-align:center;"
 
| style="border:1px solid grey;"|5
 
| 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/FirstPersonShooter/index.html Original Tutorial Link]
 
 
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== ASM and Chill with Chili ==
 
This tentatively planned series will feature Chili messing around x86 assembly programming while thinking out loud and giving various narrations and sporadic explanations. We will start off with 16-bit DOS assembly under TASM/DOSBox, and then perhaps move onto some supervisor mode (operating systems programming) stuff under MASM 32-bit x86 or x64 via VirtualBox.
 
 
This is not planned to be a full-fledged hold-your-dick-and-wipe-your-ass tutorial series like the Beginner C++ stuff, but there will be explanations given along the way and some links to useful material. Any questions you have can be answered by asking on the forum or the Discord.
 

Revision as of 22:12, 28 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).

These videos are less produced and scripted than the main tutorial series. They generally take the form of candid views into Chili messing with stuff he is interested in, rather than detailed tutorials. The main reason for this is time constraints: if the Patreon content were as work-intensive as the mainline stuff, the tutorials would crawl to a stop, and that would run counter to the spirit of this Patreon.

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 ce, but rather a candid look at how someone might go about learning a new platform. Expect many expletives. Episodes of this series are currently being offered gratis to active Patrons as a Patreon perk at the time of their release.

# 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