Not the best example for a break condition, as you could just change the end index to 20. Should have showed how to get that V key to work.
@bigbunny52512 жыл бұрын
I was thinking the same thing, like what was even the point LOL
@abhishekakodiya22064 ай бұрын
you can use Vkey using and condition using some input from loop body it works
@Redvil01 Жыл бұрын
You can also connect the false node directly to the break node, skipping the need for a custom event.
@King-mj2bn2 ай бұрын
but it looks absolutely awful and isn't entirely intuitive. and just like with coding, readability is almost always more important than micro-optimizing, unless you're conducting a performance critical operation that you're certain is bottlenecking
@zanagi3 ай бұрын
best one so far among all other guides. thanks
@RobBradshawG10 жыл бұрын
What a fantastic explanation. I needed a way to break from a forloop which loops through all actorsofclass because I only needed the first one.
@22hoursago2 жыл бұрын
Beatiful Explaination! First time ever!!!
@besthsq10 жыл бұрын
Excellent video as always! Thank you.
@tamiroffen107910 жыл бұрын
Hello, I am currently working on udk, and having a lot of trouble learning from the guy in the video. It seems like you are getting it, so I would like to know how you are following and learning ue4. Thanks
@CollapseDev9 жыл бұрын
That's what I was thinking, whats the point of that left break being there if it doesn't really work.
@tamilshoutcom10 жыл бұрын
I am new to Unreal thus sorry if silly question. Why is there a for loop and break commands used in graphic format? No way to write it as code or this is the only way? Writing in code would have taken just a few lines. Just wondering.
@Manas-co8wl10 ай бұрын
This is exactly why I'm soon transitioning to c++
@TyLianti5 жыл бұрын
getting there, almost done.
@bluegru9 жыл бұрын
Can you continue a loop after a break?
@King-mj2bn2 ай бұрын
i know this original comment is 9 years old but since people have been upvoting it since then: why would you continue a loop after a break? the entire purpose of breaking out of a loop is to discontinue its execution. furthermore, as soon as you break from a loop, all variables local to that loop (chiefly the index counter) are purged from memory. it sounds like you don't actually want to break from your loop, in which case, you should be articulating what exactly it is you're trying to do
@sayanbiswas73648 жыл бұрын
I have a theoretical solution for the "V" problem: create a boolean variable (say "Visbeingpressed") and the event "V" (keyboard input) sets this variable to true (dragging the variable in the graph and choosing set). Finally, this variable is linked to the condition of the branch. Please let me know if this doesn't work out, I'll remove my useless comment.
@avivthepro8 жыл бұрын
is there something like thread in blue prints?
@MrY3110w8 жыл бұрын
can someone give an example where this is useful? Why couldn't he just set the end index to a smaller number initially?
@circle28678 жыл бұрын
i seemed to be mixed up or the tutorials are jumbled. what sort of blueprint class did he create to make this simple loop?
@MechaMan20126 жыл бұрын
It was most likely an actor class just so that he could place the billboard component in the level so that it could be active in runtime, but to be honest, it doesn't really matter in the sense that it just needs to be in an active blueprint so that it will run for the sake of demonstration.
@hitpawz50510 жыл бұрын
Not to come across as negative because all these things in this series are great, but the term "essentials" in this case is painfully true for people in my shoes. These ARE essential elements, which means they're mandatory for any scripting language..which means they're essentially missing from Kismet and UDK. Given that Epic has shifted gears to solely focus on UE4, what are the chances of Kismet ever receiving something akin to arrays? Right now we only have object lists and can't store strings, ints, floats or bools and this forces us to rely on Unreal Script or Scaleform to fill in the missing blanks. If the question is why don't I switch to UE4, my answer is "7 years". Somebody needs to create a project conversion tool from UE3 to UE4.
@robotnyk10 жыл бұрын
I would say slim to none
@randysewell319910 жыл бұрын
Don't use 7 years as an excuse not to switch. Look how much UE4 has over UDK and see how much more it is getting with every update. If there was ever a time to switch, now would be it.
@umadumadumad10 жыл бұрын
7 years of what?
@hitpawz50510 жыл бұрын
Development
@umadumadumad10 жыл бұрын
of what?
@gvcallen7 жыл бұрын
Does anyone know how to break the for loop when a key is pressed? I've been trying for ages now...
@kurtu57 жыл бұрын
My guess is you would have to call a function inside the loop body to listen for events from the outside world. Otherwise all the loop is doing is staring at its belly button ignoring anything but what its doing in the loop.
@maxrichhart49299 жыл бұрын
I have 1.4.6 and I cant seem to find the 'break the loop' node? And yes I do have context sensitive checked, please help :) P.S Amazing tutorials helping me a lot to learn from the unreal engine company people themselves! Thanks :) keep up the good work!
@nicola366319 жыл бұрын
uhm... :( these videos were great, but since we started to talk about Blueprint...i'm getting a little bit disappointed. This time i just didn't understand. The botton that would stop the loop to me seemed like a great idea but after with that thing to break the loop... i didn't understand the logic to do it, i mean we could just simply set the index to 20 ._. meh..i'll just go on...
@Ryndae-l9 жыл бұрын
nicola36631 Here, yes, it's stupid, but that's because the loop itself does nothing interesting. Maybe you have an array of enemies sorted by distance, and you want to kill every ennemy until one resist. You'll have to iterate over the whole array, test their resistance, and either you kill them, or you break the loop.
@DodderingOldMan8 жыл бұрын
The thing is, these videos aren't about teaching you practical, efficient, specific code. The only thing this extremely brief video intends is to demonstrate that a loop with break can be, well, broken. For a noob like me, that's enough.
@GrumpSkull7 жыл бұрын
You can't always know when to stop looking until you find what you want.
@bigbunny52512 жыл бұрын
@@GrumpSkull another useless comment
@GrumpSkull2 жыл бұрын
@@bigbunny5251 No. It is a meaningful response to the OP's statement. You are just too much of a halfwit assclown to understand it.
@GrumpSkull7 жыл бұрын
I was curious about blueprints and it is exactly as I thought. One still has to work with programming constructs. A good programmer can type the same in less time than fiddling around looking for the right boxes and connecting things together. A for loop with a break should really be a while loop anyway.
@MechaMan20126 жыл бұрын
Blueprint is meant for people who aren't familiar with a programming code in it's base form to be able to rig up functionality in a game. The thought mentality behind Blueprint is that the character artist, level designer, animator, etc. could all put their assets into the game and get it up and running without having to bother a programmer to get it usable. As far as what was done in the video, it was just an example for demonstration, of course it's not guaranteed to be practical.
@bigbunny52512 жыл бұрын
Lmfao what an ignorant statement. I can dump 100 lines of code using visual scripts faster than you can dump 10 lines of code using traditional methods. Enjoy being slow.
@eeromutka9 жыл бұрын
At least I understood something. (Shame on you 42th video)
@NejatMolla8 жыл бұрын
43/208
@coolcookies11118 жыл бұрын
In c++, you literally just make a if thing and then put break; in that code block then it stops so lol get rekt
@variancewithin8 жыл бұрын
k
@coolcookies11118 жыл бұрын
events in c++ are throws and catches so lol get rekt
@Mropticalgreen10 жыл бұрын
graphic monstrosity covering entire page in order to avoid writing one little block of code. Common people, its not that hard.
@randysewell319910 жыл бұрын
What also isn't hard, is understanding why people would want graphic programming instead of walls of code. You stay in your corner and we will stay in ours.
@WraithGlade10 жыл бұрын
Also, it's worth mentioning that visual programming also protects the users from all the numerous ways to seriously screw things up when you work in the main C++ code base. It's really easy to shoot yourself in the foot in C++, not to mention the fact that C++ has a well earned reputation for being among the most difficult to learn of all programming languages. Visual scripting exposes a lot of user friendly and simple useful modules. That being said, I'm a programmer by trade and I'll probably be using C++ far more heavily than BluePrint.
@Mropticalgreen10 жыл бұрын
WraithGlade I agree with everything you said. But a solution would be to implement a simple scripting language like python.
@WraithGlade10 жыл бұрын
***** Scripting languages are indeed more expressive, concise, and clear for anything with a remotely significant amount of complexity and aren't as hard to learn as most non programmer think. This is true, but there's other things to consider as well. Unreal Engine used to do exactly what you said. They used to have a custom scripting language called UnrealScript. However, from what I remember hearing, that language was even slower than a standardized scripting language like python. From what I heard (and I don't know how accurate it is), the relative slowness of the languages are roughly: C++ 1x, BluePrint 10x, Python 20x, UnrealScript 50x BluePrint is ultimately just groups of C++ data structures filled in with data and activated during engine execution. Thus there are more reasons for the visual scripting than just "ease of use". The speed increase of forcing everyone to use BluePrint or C++ could be considerable for more complicated gameplay logic. With a scripting language, it's more tempting to put lots of logic into the scripting. There's been a trend lately for many game companies to abandon scripting languages in favor of modular data being interpreted like this. I guess its a bit of a tough call. Changing UnrealScript to something like Python might have been a good move for expressiveness. However, forcing everyone to use C++ and BluePrint unifies everything by forcing a single language (few languages to learn and maintain, etc). Also, if they did a scripting language then they would have to ensure that both the C++ and the scripting interpreter port to different platforms correctly. By removing scripting from their codebase, they make porting simpler. C/C++ is perhaps the most frequently supported language on all systems (the most portable in that sense). Also, the visual programming is somewhat of a way of psychologically "tricking" artists and designs into doing some programming. They believe its easier even in cases where its harder. It is useful for a game company's productivity if the programmers can focus on more difficult tasks and the level designers can focus on mundane tasks of hooking things together. Programmers are more expensive than artists in terms of salary and critical bottlenecks in development, thus its in one's interest to do whatever necessary to minimize the time programmers spend doing trivial tasks, even if by utilizing the psychological gimmicky of visual programming.
@CarpeDiemEnigma10 жыл бұрын
As artist and architect major, I'm learning UE4 as a hobby, my friend does C++, but it really isn't for me, I prefer this visual way instead of writing codes. Maybe with time when I learn a lot about UE4 and start picking up on code I'll do whichever is easier. As someone with no programming experience who want's to learn a triple A graphics engine, this is helpful..