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120 docs tagged with "ue5"

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Actor lifecycle

Every AActor — GameMode, Pawn, a static prop, your custom gameplay actor — goes through the same

Attenuation and submixes

Two separate systems decide what a sound sounds like once it's playing: attenuation decides how loud,

Audio engine overview

Every gunshot, footstep, and music cue in a UE5 project passes through the same pipeline before it

C++ versus Blueprint

Every doc in this section assumes a specific split: systems and data live in C++; composition and

Camera and spring arm

Attach a UCameraComponent straight to a character's mesh and two problems show up immediately: the

Chaos physics basics

Chaos is Unreal 5's physics and destruction engine, replacing PhysX. Most gameplay code never calls into

Commandlets and automation

Everything covered so far in this folder — Details customizations, factories, Editor Utility Widgets —

CommonUI

CommonUI is Epic's plugin for controller-friendly, platform-portable UI, built on top of UMG rather than

Crash reporting

A crash on a player's machine, with no debugger attached and no way to reproduce it locally, is only

Custom asset types

A UDataAsset subclass is usable the moment you compile it — but "usable" and "designer-friendly" are

Custom movement modes

Wall-running, climbing, grappling, and swimming-that-isn't-MOVE_Swimming all eventually lead you to

Damage and hit handling

Collision and physics tell you that something touched, but they don't know what "damage" means — that's

Delegates and events

Delegates are Unreal's answer to "call this function later, without the caller knowing what type owns

Editor-only modules

Every custom editor tool you write — a Details panel customization, a custom asset factory, an Editor

Engine architecture map

Every later doc in this section assumes you can place a new piece of knowledge somewhere on a map.

Enhanced Input

Enhanced Input replaced the old InputComponent axis/action mapping system as UE5's standard input

Environment query system

A Behavior Tree decorator can ask "is there a target?" but it can't cheaply ask "which of these fifty

Game instance

GameMode gets destroyed and recreated on every level load; Pawns die and respawn; even

Game mode and game state

AGameModeBase and AGameStateBase look like they should be one class — they're set up together, they

HUD and viewport

AHUD is the older, canvas-based counterpart to UMG: a per-player actor whose job is drawing directly

Installation and versions

Everything downstream — compile times, IntelliSense accuracy, whether Live Coding works at all —

Learning resources

This knowledge base is reference material, not a tutorial — it assumes you're building something and

Localization and text

Every piece of text a player reads has to survive translation into other languages without a code change,

Logging and assertions

Unreal doesn't use C++ exceptions — throwing is disabled across the engine, and Epic's own guidance is

Mastery roadmap

This section has 18+ folders behind it by the time it's complete, and none of them are meant to be

MetaSounds

MetaSounds replace Sound Cues as UE5's procedural audio graph system. Where a Sound Cue graph runs once

Modules and plugins

A module is the compilation unit; a plugin is the distribution unit. Confusing the two leads to two

Pawn and character

ACharacter is a subclass of APawn, and in practice most projects reach for ACharacter by default

Project anatomy

Knowing which folders in a project are source of truth and which are disposable build output is

Release checklist

Every topic in this folder — debugging setup, automated tests, config layering, save versioning, packaging,

Remote procedure calls

Replicated properties are good at "this value changed and stays changed." They're the wrong tool for

Slate and widgets in C++

Slate is the immediate-feel, C++-only UI framework that UMG is built on top of. You will rarely write raw

Source control setup

Unreal projects mix hand-written C++ with large binary asset files and gigabytes of regenerable

StateTree

StateTree is Epic's newer general-purpose execution graph — a hierarchical state machine that borrows

Traces and overlaps

Line traces, sweeps, and overlaps are how gameplay code asks the world a question — "what's in front of

UMG fundamentals

UMG (Unreal Motion Graphics) is the widget system almost every UE5 project uses for menus, HUD overlays,

What is Unreal Engine 5?

Unreal Engine 5 (UE5) is not one program — it is an editor, a runtime, and a large tree of C++