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Game development cheat sheet (Unreal Engine)

Opens with credits

A quick-revision companion to the Game development roadmap in its Unreal Engine edition: Blueprints first, then C++ with UCLASS and UPROPERTY, actors and components, Enhanced Input, physics, game maths and feel, design, art and audio, profiling, packaging and shipping.

Curated by Tauseef Fayyaz9 chapters77 concepts216 glossary terms

Chapters

9 chapters · 77 concepts

  1. 1How games are madeWhat a game is under the hood, what an engine does for you, and how to pick a first project small enough to finish.9 concepts
  2. 2Programming for gamesHow game code is structured in your engine: the script lifecycle, components, exposed variables, events and the language itself.9 concepts
    1. 1Script lifecycleThe functions the engine calls on your code at set moments: once when the object is created or enters play, then every frame, then at a fixed physics rate, and…
    2. 2Components and compositionBuilding game objects from small parts: a health component, a mover, a sprite, a collider.
    3. 3Exposed variablesVariables marked so they appear in the editor, where you or a designer can tune them without touching code.
    4. 4Events, signals and dispatchersA way for an object to announce that something happened, such as "health changed", so that any number of listeners can react without the sender knowing about…
    5. 5BlueprintsUnreal's node-based visual scripting: events such as BeginPlay or an input action connect through wires to functions, variables and flow control, all inside the…
    6. 6UCLASS, UPROPERTY and UFUNCTIONMacros that register your C++ classes, variables and functions with Unreal's reflection system, so the editor, Blueprints, saving and garbage collection can see…
    7. 7Unreal gameplay frameworkUnreal's built-in roles: the GameMode holds the rules, a Pawn or Character is the body the player controls, the PlayerController turns input into commands, and…
    8. 8State machineModelling an object as one state at a time, such as idle, running, jumping or attacking, with clear rules for moving between states.
    9. 9Debugging gamesPrinting values to the console, pausing on breakpoints in your IDE, and drawing debug lines, shapes and text in the game view to see what the code thinks is…
    9 in this chapterOpen this chapter
  3. The engine in depthThe engine systems nearly every game uses: scenes and levels, reusable objects, input, physics and collisions, animation, UI, audio and saving.9 conceptsOpens with credits
  4. Game maths and feelThe maths that turns input into smooth movement, and the small touches that make a game feel responsive and alive.9 conceptsOpens with credits
  5. Game design basicsWhat makes a game worth playing: the core loop, mechanics, levels, difficulty and learning from real players.8 conceptsOpens with credits
  6. Art and audio for programmersGetting good-looking, good-sounding games without being an artist: licences, free asset sources, simple styles and sound effects.9 conceptsOpens with credits
  7. Performance and buildsFinding what makes a game slow, the usual fixes, and building for PC, web and mobile.9 conceptsOpens with credits
  8. Shipping and publishingGetting a game in front of players: itch.io, Steam, mobile stores, store pages, trailers and wishlists.8 conceptsOpens with credits
  9. Money and careersAn honest view of indie income, studio roles, portfolios and the scams aimed at new developers.7 conceptsOpens with credits
  10. 10Glossary, A to ZEvery concept in the sheet and the smaller terms it uses, in one list.216 terms

About this sheet

Make and ship your own games.

Picked from the other libraries by shared topics.

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