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title: FAQ | ||
layout: default | ||
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# Frequently Asked Questions | ||
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## General | ||
### 1. What is UnrealSharp? | ||
UnrealSharp is a plugin for Unreal Engine that allows developers to use C# for game development and editor tooling. It is designed to offer the same functionalities as Blueprint, and even more, providing a familiar environment for C# developers. It is developed with fast iteration in mind, so you can develop your games in C# with the engine open, and it will compile the code for you on the fly. | ||
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### 2. Can I make a game with UnrealSharp? | ||
The plugin is not production ready yet, but the plan is yes you will be able to! | ||
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### 3. How do I download UnrealSharp? | ||
You can compile a source build from the [GitHub repository](https://github.com/UnrealSharp/UnrealSharp). | ||
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### 4. I'm coming from Unity with a C# background, is UnrealSharp a good fit for me? | ||
It is recommended you have Unreal Engine experience and an engineer familiar with C++ to use UnrealSharp. Having an understanding of the [Blueprint / C++ architecture](https://youtu.be/VMZftEVDuCE?si=bxRZj6z9VDTC0Fkk) and how they're used side by side is extremely important to have knowledge on. | ||
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Additionally, UnrealSharp can only access what is exposed to [reflection](#1-what-is-reflection), so similar to Blueprints you will still need to use C++ to expose certain systems or features. The plugin has an ongoing effort to help expose things to C# out of the box, such as subsystems, but you won't be able to rely on that for everything. | ||
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### 5. Can I use UnrealSharp for commercial projects? | ||
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Absolutely! UnrealSharp is completely free of charge and open-source for both personal and commercial use. | ||
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### 5. Does UnrealSharp support [ platform ]? | ||
The [Home Page](index.md#supported-platforms) has a Supported Platforms section listing out the supported and planned platforms. | ||
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### 6. Is there an ETA for [ feature ]? | ||
To avoid setting expectations or putting stress on any contributors release dates are not provided. UnrealSharp is a passion project worked on in people's free time, so it does not follow a schedule or deadlines. | ||
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### 7. What features are being worked on? | ||
You can look at the [Roadmap](https://github.com/orgs/UnrealSharp/projects/3) for a look at what is currently in development and also on the todo list. | ||
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### 8. What are the system requirements for UnrealSharp? | ||
UnrealSharp requires the same system specifications as [Unreal Engine](https://dev.epicgames.com/documentation/en-us/unreal-engine/hardware-and-software-specifications-for-unreal-engine). Additionally, the [.NET 8.0 SDK](https://dotnet.microsoft.com/en-us/download/dotnet/8.0) is necessary to use this plugin. | ||
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## Technical | ||
### 1. What is reflection? | ||
You can read more about the Unreal reflection system [here](https://www.unrealengine.com/en-US/blog/unreal-property-system-reflection), but in simple terms it's how Unreal exposes C++ classes, functions, properties, and other types to engine systems such blueprints, replication, and garbage collection. | ||
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Due to all of Unreal systems being written in C++, if a class, struct, or function is not exposed to reflection, blueprints cannot access it. UnrealSharp utilizes reflection for generating C# code and communicating with Unreal, so it has the same restriction as blueprints. | ||
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### 2. What is the difference between a binary and source build of the plugin? | ||
A binary build is a precompiled and packaged version that doesn't need to be manually compiled by the end user. A source build is when the end user needs to download the source code and compile the code themselves for use. | ||
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Due to UnrealSharp not being production ready and making quick changes we do not consistently release up-to-date binary builds. You will need to compile the source yourself. Here is a [resource](https://youtu.be/94FvzO1HVzY?si=fWKC3CY-eIKN1VPt) on how to set up an Unreal C++ project to start. | ||
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### 3. Do I need to use Blueprints? | ||
Blueprints is not just visual scripting, it's an [interface](https://youtu.be/VMZftEVDuCE?si=QE0sKi4w9Q2YSlYm) to your game assets. It is highly recommended to make blueprint subclasses of C# classes like you would with C++ so designers can easily control properties and functionality of your systems. | ||
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### 4. Do I need to use C++? | ||
Most likely yes. UnrealSharp can only access what is exposed to [reflection](#1-what-is-reflection) like Blueprints, so you will need an engineer to use C++ to expose certain systems or features. | ||
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### 5. What is the difference between `new T()` and `NewObject<T>()>`? | ||
Use `NewObject<T>()` for any classes inheriting from `uobject`. `new T()` does not work with constructing `uobject`'s, trying to would result in creating an object with no underlying `uobject` or blueprint subclass. | ||
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### 6. Can I make a C# plugin? | ||
Not yet but it is planned. |
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