Many Refactoring bothers and stealing my focus

Great work from the beginning of the tutorial my friend ,BUT!! no need for thet insisting on the refactoring thing which make the beginners (Me) confused with all these changing codes and methods and crushing my focus, for example i was happy before you made (TankAimingComponent) Refactoring now i feel i dont like to continue the tutorial :disappointed_relieved:

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Refactoring is an essential part of the development process, and I think we learn more by doing that than if just going through a script to re-create a perfect project. Also think of it as a chance to review things you’ve already done, as there are a lot of things that you’ll have forgotten about the architecture and why things are set up the way they are so refactoring is an opportunity to get an overview of it all again.

I know it can seem frustrating when spending a lot of time not making any visible progress for gameplay, but my suggestion would be to have patience with this as it contains a lot of lessons that will necessary when working on your own projects.

Yeah I guess you are right, I realized this a while after my post but unfortunately i didnt know how to delet my post :smile:
anyway thanks alot @Clem_Sutanimulli

Just to back you up here hamoka - this part is making my brain fall over as well! I’m a beginner to coding and it’s all been only just held together in my brain.

Then suddenly the refactoring just tears down the what we have built (and at quite a fast pace) and it also leaves lots of loose ends at this point.

I see very few comments on gamedev.tv around these lectures, so my thoughts are it may throw quite a few of us beginners off the track. At this point I’m just following along as I can’t grasp what to do to fix it by myself, but I’m sure I’ll learn a lot just from watching Ben fix it!

Don’t worry, it’s a mindbleep for the pros as well, (in my case, veteran programmer, just new to Unreal). My first thought was “Why didn’t we set up the architecture this way in the first place”?
I attempted to do the entire refactor on my own before watching Ben’s work through, and pounded my head against the keyboard more than once.
That being said, there’s a LOT of important meat in this section of the lecture, quite possibly more meat than many of the earlier sections of the course. There will be many (not a, not a few, MANY) times during your future that you’ll realize you need to change the architecture of your project and undertake a major refactoring like this. It’s always better to plan ahead and set your architecture correctly in the first place, but things happen.

yes @Brownie and @Brian_Trotter i thought this refactoring is something will steal our focus but at last of the tutorial i learned a lot of solving problems issues through these refactoring which i didnt knew it before , and actually we should see how the professionals do these things then we will try use our own ways :smiley:
sorry for the lateness i was busy with learning ZBrush , something u should alsotry to learn as a game designer :slight_smile:

what I dont get is why the aiming component reference fails to fetch if it should be created on construction. He says that it isn’t created yet, but wouldn’t that mean he is setting it on begin play? and why wouldnt he just set it as a variable reference on the tank pawn uproperties, as opposed to setting it on an event graph?

And yeah his refactoring set us up for failure. Not only as we’ve seen as his code breaks but from my experience making the aiming component not an inherited object from the tank pawn caused a headache of crashes I refused to accommodate for due to Ben’s massive code breaking requests of us. My aiming component crosshair works though I think due to the fact that I am indeed creating it in the tank pawn’s construction script. But did I miss ben setting his on begin play? because if its a varaible reference then it should be getting set as part of the blueprint construction, no?

Honestly i understand no one is going to be there to hold my hand in the real world, so i am not asking to be handed perfect code on a silver platter. That is obviously not how you properly teach and train someone who has never done something before. I still feel at the moment that my focus is being drawn away from learning in depth how certain function, piece of code, ect ect works. This is because i feel like i am being jerked all over the place, as someone who has never even written C++ before this tutorial. It is a roller coaster at times, i have learned a lot yes but i keep feeling like i am peaking then suddenly having the true understanding of the material being taught in the course ripped from me. Now i am no pro or teacher, so i am honestly just speaking from my experience over this month or so. I love the material, i just feel like there should be more transparency of what Ben is doing. I constantly feel on my toes, waiting for the next major issue that i will have to fix on my own with no obvious direction to look towards. I mean i have been able to get through this far and have essentially the same product Ben has on screen in my own way but still
It would be nice to know when he is setting us up for failure, and for there to be hints of places we could look or research for guidance on the issues he will make us face.

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