Unity2Unreal Guide

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Devs fear Unreal Engine's C++, and you'll see why.

It's not difficult, it's vast.

This is a comparison of Unity's & Unreal's Lifecycle functions.

These are just a few Lifecycle Functions. All cannot be covered in a single post.

So, I am launching a Unity2Unreal Mini-Course.

It'll be a series of LinkedIn posts focused on bridging the gap between the two engines.

Of course, there is no cost attached to it.


UNITY

Lifecycle hooks are few and broad.

Most scripts just override Awake(), Start(), Update(), OnDestroy().


UNREAL ENGINE (C++)

Many smaller, narrowly-scoped callbacks.

An AActor alone has ≈ 10 common lifecycle functions (PreInitializeComponents(), PostInitializeComponents(), OnConstruction(), BeginPlay(), Tick(), EndPlay(), Destroyed() …).


Why do we say Unreal is “more explicit”

In Unity, you get one do-everything “initialisation” hook (Start) and leave the rest to the engine.

In Unreal (especially in C++), you choose precisely which phase to inject code into, and you must call Super::Function() yourself so the parent class still runs.


“Expect more granular control in Unreal C++, but if you just want the rough equivalent of Unity’s Start(), put that code in BeginPlay().”


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