We have already started uploading all the videos for the course. Git Fundamentals for Unreal Engine to the platform.
The course is now visible and accessible, and we are progressively uploading the lessons to the server.
If everything goes according to plan, between Wednesday and Thursday will be published all complete modules, including the practical part.
Thank you for your patience and continued support as we finish putting this course together.
As soon as it is at 100%, we will announce it here as well.
It is common to see some confusion regarding GameInstance, especially when comparing its use in professional projects with its use in educational or advanced prototyping environments.
Epic implements virtually the entire GameInstance in C++ for one obvious reason: it is the persistent core of the project, and large productions require maximum control, performance, and security.
However, this does not mean that architecture cannot be designed or prototyped in Blueprint.
Blueprint is perfectly valid for:
Designing system structures
Exposing architecture flows
View dependencies
Experimenting with prototypes
Validate concepts before migrating to C++
At this stage of the Vertical Slice, we are deliberately working on Blueprint because:
Systemic flows are better visualized
We identified real limitations of the engine.
We document every architectural decision
We avoid unnecessary complexity ahead of time.
We make the material accessible to intermediate profiles.
Later, once everything has stabilized, several subsystems will be migrated almost entirely to C++: GameFlow, SaveGame Core, LogSystem, UI Manager (core), Event Requests/Messaging, level loaders, and internal validation.
Blueprint helps us teach, validate, and analyze.
C++ will help us consolidate, optimize, and scale.
We are finishing editing the next subsystem of the educational Vertical Slice and fine-tuning the entire base architecture of the project.
Progress has been made in the following areas in recent days:
Updating and polishing documentation at the academy
Advance preparation of material for upcoming systems
New conceptual notes to contextualize the project
Record of architectural decisions and notes for future migration to C++
In addition, we are now implementing a new publication format.
To make the content clearer, more accessible, and more efficient, we have divided the course into two parallel tracks:
At the academy, we will publish detailed breakdowns of each system:
GameFlow
UI Manager
SaveGame
Logs
Audio
Event Requests
Level loaders
Each breakdown will include complete code, validations, diagrams, and behavior analysis.
On YouTube, we will see:
The general architecture
The reason behind every decision
What problems does each system solve?
What limitations appear in Blueprint?
What will migrate to C++
The videos will be shorter and more direct, focusing on design and architecture.
Anyone who wants to learn more can do so in the academy's breakdowns.
Vertical Slice is documenting the entire process:
Initial design
Real problems
Refactoring required
Engine limitations
Decisions that changed with development
Why one solution is abandoned and another is adopted
We want you to understand the process, not just the end result.
The amount of documentation accurately reflects all the hours required to design solid architecture in a real project.
Now that the process has been documented, we are entering a new, more optimized phase.
When the Vertical Slice is finished, a replica of the final version of the course will be published:
Only refined documentation
Diagrams and manuals
Consolidated final architectures
Without the iterative process or refactors
Integration guides and practical examples
Best practices and anti-patterns
Each milestone will also be published on GitHub, accessible from the academy.
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