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Codename: Amazaballz

Tools

In order to work on this project, you MUST install these tools.

  1. Unreal 4 4.15 to develop the game in - available here
  2. Visual Studio 2015 Community Edition to develop C++ code and compile for the project - available here
  3. SourceTree used for providing a UI interface for Git - available here
  4. GitHub for Source Control - you're already here!
  5. Slack for keeping up to date with all of the team tasks and chat - link available for existing and new members on request.
  6. Trello for helping with task organisation - link available for existing and new members on request.

Project Guidelines

Please follow the naming conventions as closely as possible:

  1. Blueprints - BP_BlueprintName.
  2. Maps - MP_MapName.
  3. Materials - MAT_MaterialName.
  4. Meshes - MSH_MeshName.
  5. Physics Materials - PMAT_PhysicsMaterialName.
  6. C++ Classes - C_ClassName.

Programming Guidelines

  1. C++ Standard

    • Member Variables:
      • Start with a lower case letter. e.g. variable_a_. But variable_a or variableA is incorrect.
    • Temporary Variables:
      • Variables that are used just within scope of a function for example, start with a lower case letter and DO NOT end with an underscore, e.g. 'variable_a'
    • Enums:
      • Start with an E_ prefix then the name of what that enum represents, e.g. E_AffectedPlayers.
  2. Getters and setters are up to the programmer. If the variable is needed for blueprints, please use the UFUNCTION property to provide access to the variable from blueprints:

    • E.g. UFUNCTION(BlueprintCallable, Category = "Category Name")
    • Set the category name to something that is associated with this class object.
  3. To provide access to C++ variables in Unreal 4 please use the UPROPERTY field:

    • UPROPERTY(EditAnywhere, Category = "Category Name in Details Pane")
  4. Comment at the top of a file if you've worked in it using the block comment headers:

    /*
     * Class Name
     * ==========
     * 
     * Created: date time
     * Class Name: Name of the class.
     * Base Class: (If applicable) Name of the base class.
     * Author(s): Name of the people whom have worked on this file.
     *
     * Purpose: The purpose of this file.
     */
    
  5. Use block commenting (/* */) for summaries on objects. Follow this specific commenting convention for methods:

    /*
     * Function summary here
     * @param param-name param-summary
     * @return the value it returns
     */
    
    • This can be used to generate documentation.
  6. Use C++ style casts and features. For instance, dynamic_cast<>/static_cast<>.

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Languages

  • C++ 96.5%
  • C# 3.4%
  • C 0.1%