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Table of Contents
1. First find out why you need C
2. Building a development environment is a key step
3. Learn to create and use C class
4. Master the basic syntax and UE-specific mechanisms
5. Read more official examples and documents
Home Backend Development C++ C tutorial for Unreal Engine 4/5

C tutorial for Unreal Engine 4/5

Jun 27, 2025 am 12:32 AM

Learning C is the foundation for mastering Unreal Engine, especially for beginners. 1. Clarify the learning purpose: C is used to implement tasks that cannot be completed by blueprints such as complex logic, performance optimization and plug-in development. 2. Configure the development environment: Install Visual Studio and Unreal Engine and ensure the components are complete, solving common compilation problems. 3. Master the class creation process: Create a new C class through the editor and inherit the UE basic class, and test the effect in the editor after writing the code. 4. Understand UE-specific mechanisms: use macros such as UCLASS() and UPROPERTY() to expose variables and functions to the blueprint, and use UE's built-in data structures. 5. Learn with the help of official resources: refer to sample projects and documents, use shortcut keys to view class definitions and proficient in using log system debugging programs.

C tutorial for Unreal Engine 4/5

Learning C is the basis for using Unreal Engine to make games, especially for developers who are just getting started. If you are just starting out with UE4 or UE5 and don't have much C experience, don't worry - in fact, you can get started quickly by just mastering a few key points.

C tutorial for Unreal Engine 4/5

1. First find out why you need C

Although Unreal Engine has a powerful Blueprint system, many high-performance, complex logic and custom functions still need to be completed in C. for example:

C tutorial for Unreal Engine 4/5
  • Create custom actors and components
  • Implement complex AI behavior or physical simulations
  • Optimize performance bottlenecks
  • Plug-in development or cross-platform support

Simply put: Blueprints are suitable for rapid prototyping and visual logic, and C is the way to truly control the core of the engine .

So the first step is not to rush to write code, but to figure out what problems you want to use C to solve and then decide what to learn.

C tutorial for Unreal Engine 4/5

2. Building a development environment is a key step

Before you start writing code, make sure your development environment is configured:

  • Install Visual Studio (VS2022 or VS2019 recommended)
  • Install Unreal Engine (compiled via Epic Launcher or source code)
  • Check "C Developer Tools" and "Windows SDK" during installation
  • Select the "With Starter Content" and "C" options when creating a project

FAQ:

  • Compilation failed? Check that VS has the Desktop Development Workload installed.
  • Don't see the "New C Class" option? Make sure there is a .sln file in the project directory.
  • After modifying Class C, can't you see the update in the editor? Remember to click the "Compile" button or regenerate the project.

3. Learn to create and use C class

Classes in UE usually inherit from basic classes such as UObject , AActor , UComponent , etc. You can create a new C class through the editor:

  1. Click File > New C Class in UE Editor
  2. Select the parent class (such as Actor)
  3. Enter the class name (such as MyCharacter )
  4. Compile and open Visual Studio editing code

For example: If you want a character to output a log once a second, you can add the following code to the Tick function in the .cpp file:

 void AMyCharacter::Tick(float DeltaTime)
{
    Super::Tick(DeltaTime);

    UE_LOG(LogTemp, Warning, TEXT("This is a log message every tick"));
}

Then drag this class into the level, and you will see the console output when you run the game.


4. Master the basic syntax and UE-specific mechanisms

Although you are learning C, UE has its own set of syntax extensions and mechanisms, such as:

  • UCLASS() , GENERATED_BODY() : Declare a UObject class
  • UPROPERTY() : Expose variables to blueprint or editor
  • UFUNCTION() : Expose the function to call the blueprint
  • Data structures such as FString and FVector replace standard library types

For example, if you want a variable to be modified in the editor, you can write it like this:

 UPROPERTY(EditAnywhere, Category = "Movement")
float MoveSpeed;

In this way, when selecting this Actor in the editor, you can directly adjust the value of MoveSpeed .


5. Read more official examples and documents

Unreal provides many official sample projects, such as Shooter Game, TPS Demo, etc., which have complete C implementations. suggestion:

  • Download these projects to see how they organize their code
  • Check out Unreal official documentation (especially API reference)
  • Quickly jump to class definition in editor using Shift F12

In addition, the UE's logging system is very practical, and it is a good habit to learn to use UE_LOG to debug programs.


Basically that's it. C is indeed important for UE, but you don’t need to learn too deeply from the beginning. The key is to learn and practice. First set up the environment and try writing a few subcategories, and you will gradually become familiar with it.

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