Last week Vhite Rabbit was at the Start-up BW Summit 2019
in Stuttgart, Germany.
It was our first event, hence a thrilling experience, especially for Jonathan
who did his first public pitch in front of a group of 40-50 people!
There was one thing that always frustrated me alot in the beginning of
development with Unreal Engine 4: It was the compile times, especially
those for iterating on your game. But it turns out that, if you stick to
a couple of key principles, they are manageable after all.
Issue UE-25350 “Hot
reload does not compile changes to automation tests”, opened through a
question on the
has been around for quite a while now and may be one of many blockers
keeping you from writing unit tests in Unreal Engine. Which you should.
In the past year of UE4 development, I had problems figuring out how to
structure my game code: where to put game logic code to keep it
readable/maintainable, testable and reusable. This blog post summarizes
what I and my fellow developers have learnt as I finally feel confident
with my understanding.