Skip to content

UE 5.6 Essentials (Official Docs) โ€‹

These are the canonical Unreal Engine 5.6 documentation pages this guide builds on. Start here when you need authoritative references for concepts and node names.

Core building blocks

Data-driven and async

World scale and streaming

Characters and UI

Notes

  • Prefer Composition over Inheritance: use Actor Components, Interfaces, and Data Assets.
  • Use soft references and async loading for heavy assets; avoid global hard references.
  • For large worlds, use World Partition and One File Per Actor to enable team parallelism.
  • Keep Widgets dumb; use MVVM ViewModels to hold state and react to game events.

Quick glossary (CG โ†’ Gameplay) โ€‹

  • Primary Data Asset (PDA): A data-only asset that stores tunable settings (like a Material Instance for logic). Blueprints read values from it at runtime.
  • Soft Reference: A pointer by path, not loaded until needed (like referencing a texture without importing it into your current scene).
  • Subsystem: A global or per-world service you can query from anywhere (think of it as a manager that isnโ€™t tied to a single level or actor).
  • Gameplay Tag: A typed label for state/events (e.g., State.Combat, Ability.Stunned) used for queries and rules instead of boolean spaghetti.
  • MVVM: UI architecture where ViewModels hold data and events; Widgets just display. Avoid game logic in widgets.

๐Ÿš€ Getting Started

2 of 4 completed