This was incredibly helpful. I've watched a few videos on blueprint communication but your two about casting and interfaces have been the best yet.
@TylerSerino Жыл бұрын
Thank you! I'm glad you found them useful
@budgetarms16 сағат бұрын
@@TylerSerino Also, now instead of needing to use cast for checking if it's class X, you can use IsA which just check whether the actor is of class X; just wanted to mention that (since UE5.5).
@elganzandere Жыл бұрын
Instant subscriber. Far better explained than most. Please iterate through everyone else's tutorials, revamp, & teach them properly.
@tbrizmusic Жыл бұрын
I'm a professional software engineer and unity C# hobbyist just getting into unreal / blueprints... your videos are helping me bridge the gap from coding concepts like interfaces and how to apply them inside of unreal blueprints... Exactly what I've been looking for. Thanks, hope you make more videos for us. 👍✌
@stefevrАй бұрын
Honestly one of the clearest most useful tutorials out there, subbed!
@glenzhang3646 Жыл бұрын
Thanks for explaining these: 1. If you make a function in an interface without parameters, it'll be an event. 2. You don't need to check if an object is an interface to broadcast the event, if it's not, it'll simply not work. Very clear video with good audio quality, love your pace too! Oh also, I'm learning C++ for UE5, is it possible to also cover some C++ approaches in the future videos?
@randomancy24 күн бұрын
Honestly I went through like 50 tutorials and this is the best one, very clean, and fixed some bugs I made along the way. Thank you so so so much!
@cavewerk9 ай бұрын
Wow, this is an incredible channel. So clear and concise.
@ericfieldman9 ай бұрын
Clearest explanation I've heard so far, thank you
@thelawgameplaywithcommenta265411 ай бұрын
Best Explanation of Interfaces I've ever heard. Wish I had this video when I was starting out. Note: the Cast To Player is generally a safe action since the player will always be loaded.
@holychubby8523 Жыл бұрын
I have watched many videos about the interface, I can say Your tutorial is the best explanation for interface. Thank you so much
@seanposkea Жыл бұрын
Agreed!
@NostromoVA7 ай бұрын
Your tutorials are clear, concise, and full of practical information. Well done!
@JK96CZ4 ай бұрын
I started in Unity and there I found about Interfaces being really useful. This 15 minutes video show me how to easily implement it in UE while being also sufficient for beginners to understand it if they did not knew them before. Well done
@renstillmann5 күн бұрын
Very useful, liked and subscribed, and commented for algo ;) (from someone who is watching a lot of UE5 video's on YT as a beginner, this is one of those very helpful tutorials/explaination video's). I really start to enjoy ue5 more and more thanks to awesome people like yourself sharing their knowledge!
@BlueSpawn Жыл бұрын
Very very helpful. I've watched many Interface tutorials but this one is the best. Not too long, not too short. Clear speech. Easy to understand and follow. Thank you!
@BtaraDev Жыл бұрын
I have spent so much time trying to find tutorials about this and yours was the best!. You deserve more subs!
@kacktustoo7 ай бұрын
Omg thank you so much for this. I'm new to unreal blueprints and I was thinking how incredibly painful to setup and manage everything was with casting etc, but with this literally everything is a million times easier, it just works and makes sense in a neat and tidy way. I really appreciate you taking the time to make this.
@spaceproject4076 Жыл бұрын
take my like, clear and concise, and quite useful to know about this. hopefully this will get more attention.
@TylerSerino Жыл бұрын
Thank you so much, I'm glad you found it useful!
@AngusMacnaughtonGames10 ай бұрын
I was trying to find a video to explain this to a friend of mine, and this is fantastic. This is a great explanation, really clear, thanks for making it!
@davids25519 ай бұрын
6:15 Thank you so much, was so confused when I couldn't drag to graph to Implement Event.
@bencreateddisco11 ай бұрын
Thanks Tyler, your videos are the most thorough an reasonably paced for laying out this info. Really appreciate it!
@Tarodev Жыл бұрын
I don't need this, but I was attempting to find an advanced BP example to see if I could mentally cope using BP over code. You taught me that yes, I could.
@call_me_mado59879 ай бұрын
Might be one of the best unreal engine tutorial videos i have ever seen. I didn't understand interfaces for a while now, and since I am getting back into UE5 development I wanted to learn, didn't know that the whole time it would only take 15 minutes to understand what it is....
@ralfbierig3 ай бұрын
Thank you for what you said in 4:50 -- functions without output show up as events -- this confused me quite a bit and probably also those who come from a classic OOP language like Java or C#. In the context of UE it makes sense, but I think it needed some repeating (or needed to be said again) as I wondered why I can call an event in an interface when I have declared a function in that interface. I realised also that many tutorials assume that to be perfectly logical as they take UE probably more at face value without heavy context from other languages -- just a thought I wanted to share.
@GreenlandRobot9 ай бұрын
Best tutorial on basic interactable and also appreciate how you follow best practices which a lot of tutorial videos do not
@UnlawfulVR4 ай бұрын
I watched 5 Matt Aspland videos and still didn't understand. You are good at breaking down information into your own words and explaining it
@MarcellXVАй бұрын
another way to do the casting method when it comes to interaction is "Inheritance" which is very useful even outside of cast especially when you pair it with using a blueprint interface :)
@herkus80446 ай бұрын
your voice is very pleasing to listen to
@vendetta6663 Жыл бұрын
This was amazingly helpful for me! Instant subscribe here. Do you plan on making a Playerstate or Controller tutorial in the future? The way you explain all of this actually makes sense to me and helped a TON. I would love to see what you have to say about those blueprints.
@familyofgamerz44525 ай бұрын
Amazingly good description that always seemed so difficult to understand! Thank you!!
@bars57623 ай бұрын
The best one so far on this topic, thanks!)
@Aquarica7 ай бұрын
Yo, I appreciate this so much, I tended to avoid interfaces because it confused the heck out of me, but there were getting to be some points where I KNEW an interface would be better but I just didn't understand how it worked so I couldn't use it properly FINALLY something clicked watching this video, I get it, or at least I get it enough to start using it enough for what I want
@Grimsikk4 ай бұрын
Same here. Interfaces and especially how their Inputs/Outputs work has been alien to me for years but I finally had it click these last couple days, and this video really helped clear things up for me.
@bouldouklu5 ай бұрын
Thank you so much for this explanation. I finally understood what blueprint interfaces are and what they are useful for!
@michaelcioce3227Ай бұрын
Great video! Exactly what I was looking for!
@ParikshitBhujbal5 ай бұрын
I came here after watching Matt Aspland video on BP interfaces and you video builds up on his but with more numerous examples of different types, the multiple button example was really helpful. But I have a question, you said IsInteractable bool and Does implement interface function both do the same thing and we can use either, but isinteractable bool can be used for God of War doors which open only once, cant we do the same thing by adding Do once node in front of OnInteract function in the Door itself as well?
@TylerSerino5 ай бұрын
Sure you could, there’s more than one way to do a lot of things that was just one example
@deadreadygames Жыл бұрын
When things don't really have anything in common - use interfaces, as Casting = Hard Reference = ALWAYS LOADED ...and yeah, it's not practical. Looking forward to some advanced tutorials from you, as the absence of "umm..." and other distracting and extraneous verbose keeps listener engagement at 100%. Well done, Ty!!
@PitchforkAcademy11 ай бұрын
😔
@deadreadygames11 ай бұрын
@@PitchforkAcademy why so sad?
@PitchforkAcademy11 ай бұрын
@deadreadygames I tried replying but my comments are apparently getting deleted... 😑
@deadreadygames11 ай бұрын
@@PitchforkAcademy I see your comment from an hour ago at the bottom saying you’re a big fan with heart hands. 🫶 maybe you thought it would appear at the top?
@PitchforkAcademy11 ай бұрын
@deadreadygames No no not that comment. It's all good he must not want me talking about the reason your comment prompted my sad face...
@ParikshitBhujbal5 ай бұрын
Hi Tyler, silly question here, isn't adding Interacting player input to the interface a unnecessary step, since the input to that is always going to be self i.e. by default the caller BP itself ? Or is there another reason for that? Love your videos man, you should have more subscribers for sure!
@TylerSerino5 ай бұрын
The object you’re interacting with does not have a reference to the interacting player by default. If the object you were interacting with needed a reference to the player, such as the door opening away from the player, then you have to pass self through from the player.
@reglasdejuego8 ай бұрын
Tyler sos una masa! I hope you keep making such helpful videos like this one. Greetings from Argentina
@johnrex71089 ай бұрын
Excellent tutorial, man.
@MakstoseiАй бұрын
Really great video. easy simple effective and good showcases
@grendel3k1984 ай бұрын
I have also started using interfaces instead of collions. But I was always unsure whether the interface had to be in the char or not. Nice explanation of the interfaces in any case, thank you :) P.S. I like Brian xD
@sahinerdem549610 ай бұрын
Thank you for clear teraching. Very impressive. At last i've understood this better.
@SequentialSnep17 күн бұрын
Dang wish I'd learned about interfaces, been using virtual functions - this would have been so much easier! Thanks!
@peterholmes78906 ай бұрын
Thank you so much for this. Really clear explanation with examples and access to the project files too, which is great for people like me that learn through deconstructing.
@luke081210 ай бұрын
Great tutorial and super easy to understand. You got a new subscriber!!
@anikapt87284 ай бұрын
Total Game Changer
@aliefkhairulfadzli44155 ай бұрын
more tutorial for blueprint on unreal engine please, that was verry helpful🥰
@hdolivares10 ай бұрын
Thank you, this was really well explained! Liked, subscribed and saved to a Tutorials Playlist. Extra love for sharing the files for free to keep on learning!
@donfalcone7560 Жыл бұрын
This is all very cool of course. But one question haunts me. What needs to be included in the target of the message that is sent to the widget?
@alexrybin37988 ай бұрын
Amazing tutorial man!!! Thanks a lot. I finally got how it works. Definitely worth to subscribe.
@EverThusGames3 ай бұрын
Very informative stuff!
@glormond Жыл бұрын
Your video really helped me to figure out this blueprint interface thing!
@ventaidepc3 ай бұрын
Super good tuto, very pro very very good explain, you are big professor, very thanks🙏😇
@iBroi Жыл бұрын
You escaped me from my fear with Blueprint in UE5, the only bro who could help in whole Internet!, thank you!, all best! Edite: Please keep it up, i subed and looking forward to learn more!
@sheeloocreations Жыл бұрын
Amazing, thank you so much ! Very clear, very easy to understand, it'll help a LOT !
@brianmichaelfuller Жыл бұрын
Excellent name choice for the cube! ;)
@arkemal10 ай бұрын
Very well explained, thank you!
@andrewsneacker125610 ай бұрын
oh my god! Your channel is gold! Thank you, cheers from Ukraine!
@julianrojo17 сағат бұрын
I was looking everywhere for a tutorial about FP chair sitting... and you jump that part hehe. I'm having some troubles with learning your BP of the chair. Despite that, when you control the new camera, the camera rotation is fixed, you can't look anywhere... how i can do that too? Thanks!! your tutorials are amazing
@WrathOfAlАй бұрын
Could not agree more. What a great video ! If I may embellish a little bit more on making this easier, you can make a parent Blueprint for the items that you want to interact with. This way you set 1 master blueprint with the BPI_Interface on it. then create child BP's from the parent and boom ! no need to keep adding repetitive code. So instead of making a BP_Light and BP_Platform seperately, you make 1 blueprint lets say called BP_ParentItem. Attach your BPI_Interactable to that parent. Then create children from the parent. :)
@frankrivera1010 Жыл бұрын
Your videos are really good. Thank you.
@seanposkea Жыл бұрын
Why is it that the best videos always have tiny view counts and sub 100 likes? I've watched half a dozen on this topic with x10 more views and likes and nowhere near the clarity.
@UnlawfulVR4 ай бұрын
Search engines are broken apparently. People spend more time on SEO alrorithm results than putting time into their content. Matt Aspland just regurgitates info without understanding it
@seanposkea4 ай бұрын
@@UnlawfulVR I don't know if that's entirely fair. He's a good guy but he's just a kid. I think he's 20. He's put up his stealth game base on the Marketplace and its selling like hotcakes. You don't do something like that without knowing what you're doing.
@UnlawfulVR4 ай бұрын
@@seanposkea Did I say he was a bad person? Cintent has nothing to do with character
@seanposkea4 ай бұрын
@@UnlawfulVR kind of a weird reply. He's a "good guy" meaning he works hard to put out a lot of content and promptly answers questions in the comments. You're the one bringing character into it. You criticize him in two comments on another guy's channel, I'm just defending him.
@UnlawfulVR4 ай бұрын
@@seanposkea Weird comment. I'm replying within context to you. If you say something ambiguous then don't get offended if I answer a certain way or try to attack my character saying I'm weird lol if anything you are weird for not seeing that. And I'm answering your question. "Works hard" is relative here. Pumping out lots of content isn't working hard when its just regurgitated crap from UE docs. Whereas others like this guy put in effort to actually explain things in words UE docs can't. Matt is good at tricking people into watching content, that doesn't mean he is good at teaching. Hence your question. Its a very well established problem on the internet right now. The top content is not the best. From Google, to Bing its a well established issue you pointed out yourself. Fk Matt and his lame tutorials. I skipped 5 interface tutorials from him after googling this. The comments also back up that this guy is way better
@X400DYL Жыл бұрын
Great No Nonsense Information, Love it,
@regularmenthol11 ай бұрын
These videos are so helpful, thank you
@zoravibes6 ай бұрын
Now show how you did it for the chair and the gun! How did you avoid casting back to the player to make him sit down? Another function in the interface? What if there are multiple interactables that need to affect the players animation state, variable, etc differently? Does it end up being where the player checks which object he's interacting with and resorts to another True/False/Valid/Invalid chain to know what way to respond based off the interactable?
@julianbridges83810 ай бұрын
Excellent explanation, thank you :)
@ViktorartSnowtracked Жыл бұрын
Didn't know about the function part, and I've been using these for a while! I'm now wondering about the practice of creating multiple Interfaces, or keeping a big one with many functions, is there a performance hit? For material parameter collections it was a real hassle to keep more than one, and consolidating them was needed to add plugins that had their own. Any thoughts on that?
@krysc96 Жыл бұрын
Theres a better option for that actually. If you want a big list of blueprint functions, you shouldn't make an interface. Interfaces are generalized for any actors, but they only do special functions. If you made a huge list of functions, it would reference the entire interface which isn't the most practical. Instead you want to create a Blueprint Function Library. This allows you to make a very broad list of functions but they all can serve a niche function. Then you can call the Blueprint Function Library and use any functions you've created within your BP interfaces, or in regular BPs as well
@mjesensky2760 Жыл бұрын
Thank you very much, this is very useful!
@ardaylmaz6795 Жыл бұрын
Thank you so much man, it helped a lot. I know it might sound a bit strange but can you explain or make a video about how to stop working platforms/systems with interactable actors.
@TylerSerino Жыл бұрын
Like start and stop moving platforms? If so I do that in the video, and the project files are available for download. If not can you explain further? I’ll do my best to help
@psykoj10 ай бұрын
excellent tutorial, thank you!
@kgw05132 ай бұрын
wow thx! very useful!
@lz4090 Жыл бұрын
Nice tutorials. For the sake of simplicity, can we just use one interface for lights? Like use the BPI_interface and just add the function to the light to activate? thanks
@quiqiqpopopi45099 ай бұрын
For those who needs a bit clarity interfaces are like library of delegates (event dispatchers)
@KittehBit Жыл бұрын
Very helpful, thanks! :)
@py811510 ай бұрын
great video!
@brunoetla3d559 Жыл бұрын
Very good !!
@ervinlukaya8 ай бұрын
How do I change the pick up option for the gun for another item such as a sword
@QuadDamage3 Жыл бұрын
Entire youtube is explaining same method. BUT - what if my actor-blueprint has multiple interactable parts? Like a wardrobe or a car with two doors I want to open separately, or radio with several buttons? How would this whole scheme look then?
@TylerSerino Жыл бұрын
I was actually hoping to make a video doing something like this but in short, you can encapsulate the logic on components. Ie. Make a custom static mesh component called door and put all the door logic there. Then you can just slap that into any blueprint. The one downside is you don’t get timelines in subclasses components
@kenalpha311 ай бұрын
You can do Does Implement BPI, with a proximity check to chose the Nearest actor to Player or Mouse. (I did this for light switches and doors nearby. I step to the closest one that I want to interact with. Each door/light has its own collision box to detect if Player is within reach. But Player decides which gets interacted with first, by getting closer to it.) Also there is a paid asset to add Timelines to components.
@timjroughton9931 Жыл бұрын
Nice... but.. what if you're not doing a line trance, what if you wanted to call the interface with a key press for example.
@TylerSerino Жыл бұрын
When communicating between blueprints no matter what method you use, you're going to need some sort of reference to the blueprint you're trying to communicate with. How you get it will vary greatly depending on what you're doing. Interfaces let you use a generic reference (or parent class) instead of a direct reference, but at the end of the day you still need a reference. So for a key press, you'll need a variable that holds that reference, but without more info, I can't say for sure how you'd get that referece. IE. you could get all actors of class, you could create a variable thats instance editable and set it in the editor, you could spawn the item you're trying to communicate in, you could have a collision somewhere else in your code and use the "other actor" pin etc. etc.
@johnterpack39405 ай бұрын
So would this be the way to implement guns of different caliber? They all share a similar trait, firing a projectile, but they can have vastly different characteristics.
@TylerSerino5 ай бұрын
I would use inheritance for the gun system itself. This would be more geared toward communication between two separate classes, which typically guns dont have to communicate with each other. You could use this for interacting with your guns, ie having the player pick up the gun, and perhaps even sending the signal to fire, but I would only use them like that if you have other wieldables that are vastly different ie, something that has nothing to do with combat and does something when you press the “fire” button. Like a latern
@johnterpack39405 ай бұрын
@@TylerSerino That makes sense. I think I phrased my question wrong because I am trying to communicate between the "gun" class and the "projectile" class. TL;DR- I want the size, weight, effect, and speed of the projectile to be determined by the weapon in use by somehow specifying these traits in the weapon description. So there would be one algorithm to calculate trajectory. But the .338 sniper rifle would perform much differently than the 9mm pistol because they spawned different projectiles. And an incendiary round would have a different effect on the target than an armor piecing round. I know this can all be done manually for each weapon. That just seems a lot clumsier than saying "this weapon fires projectiles of this size" and "ammunition of this type has this effect", then passing that information to the projectile when it is spawned. That makes it so much simpler to add new weapons later.
@TylerSerino5 ай бұрын
@@johnterpack3940 How I usually hand this: Give your projectile the variables for the traits you mentioned, and do whatever math and logic you have to do with them. Make those variables "expose on spawn" and "instance editable". When you spawn the projectile from the weapon, those values will now show up as inputs on the "spawn actor from class" node.
@sparshsingh75433 ай бұрын
Hey Tyler, I found this video very helpful, Thanks a ton for uploading, however i have a little query... Suppose i have a switch and a button and both are to control a single light. The switch, let's say, switches the light on and off, while the button is supposed to change the color of the light with each press. For that purpose would i need a third blueprint interface to control the color of the light, considering the second one already controls the switch on and off function for the light, or is there a way to implement it in the second blueprint interface only, which had the on activate function firing from the switch to the light?
@TylerSerino3 ай бұрын
This sounds more like a job for dispatchers, basically doing things backwards. Have the light get a reference to the buttons, have the buttons call a dispatcher, bind to the dispatchers in the light, and then for the switches dispatcher turn the light on and off and the buttons change the color
@sparshsingh75433 ай бұрын
@@TylerSerino Thank you for the reply, i will definitely look forward into these topics.
@soundscope3533 Жыл бұрын
Hello Tyler, i have rewatched this about 4 times now and i am having a problem understanding the logic on how pressing the button ONLY activates the light and not the platform. You connect electricity to the target object but I don't understand how you designate a specific button to a target object.
@TylerSerino Жыл бұрын
Because I created a variable in the button of type actor and set it to “instance editable” then set that variable to the light for one button, and set it to the platform for the other
@kenalpha311 ай бұрын
10:23, 10:31 In other words he eyedroppered (selected) the Light in the Level, so that it will always be paired with the specific button. (Eyedropper is when you click the object you want to use, then it saves that as the chosen object. And the "object" is an option (to Eyedrop select) because he made it an Exposed variable in the ButtonBP.)
@mikem-zz4ui10 ай бұрын
does anyone know why this doesn't work for widgets? I have a very complex widget that controls a blueprint with time functions, weather, snow rain etc. all very intricate. right now the one button click in the widget triggers all these functions. Since widgets buttons don't support overlap events, I'm trying to put a collision box behind the widget button and have that box trigger the widget click button. (blueprint collision box = emulated widget button click.) Blueprint interface won't send the message to the event in my widget to replace my button click event..
@wpwscience40276 ай бұрын
I also have strange errors attempting to implement this with widgets. Mine is on the isInteractable so I didn't even get as far as you.
@cosmotect10 ай бұрын
Thanks a lot mate!
@rightcutter3 ай бұрын
its like a function/event teleporter or vehicle am i right ??
@destroyerofchalk645611 ай бұрын
So, Intent to use BP Interface for accelerate the speed of BP program execute?
@MorganOliver77Ай бұрын
Why do you need two different interfaces? Couldnt the OnActivate function just go in the first interface?
@TylerSerinoАй бұрын
Technically yes, but then you’d have an interact interface on stuff that’s not being directly interacted with ie the light. In this simple example it doesn’t seem like a huge difference but when making an actual interaction system you’re going to have a lot more stuff going on and it’s good programming practice to separate concerns. You don’t want an overbloated interface with all kinds of events and functions for things that aren’t related
@MorganOliver77Ай бұрын
@@TylerSerino Thanks for the detailed reply. Appreciate it.
@pacolopez7879 Жыл бұрын
Thank you very much for your contribution, it has been a great help. However, I have a problem; I don't see the option to add blueprint interface in the "inherited interfaces" section. I had read that it was a bug in UE 5.1 but the problem persists after installing 5.2. Any idea how to fix it?
@TylerSerino Жыл бұрын
That’s weird, I’ve never had that happen before. Do you see the drop-down to add the interface at all? Is it just that the interface itself isn’t showing up? If that’s the case, then my guess would be that you have it in your developer folder and don’t have the “show developer content” setting enabled. Otherwise if it’s not showing you the drop-down at all I’m honestly not sure and would have to do some digging
@moleex57599 ай бұрын
one of my old games has about 150 cast fail to casts in one function, running on tick.
@TylerSerino9 ай бұрын
Same lol gotta start somewhere
@dadiyao827 Жыл бұрын
Thanks for your tutorial,Do you have idea about how to learn ue4 c++?
@TylerSerino Жыл бұрын
Im not a master at c++, but would honestly say it’s the same way as anything really, follow some tutorials to get your feet wet, make something simple, set a goal and Google your way to the end of it. One added piece of advise, if it’s something you’re serious about, I would get visual assist from whole tomato for visual studio. Will make your life A LOT easier. Best of luck!
@dadiyao827 Жыл бұрын
@@TylerSerino Thanks for your advice
@kushnarovanatoli34511 ай бұрын
Amazing!
@Tenchinu5 ай бұрын
sorry, there's one thing i don’t get. Your first-person character BP doesn’t have the BPI in it, yet you can load it from the hit detection. How come you can load BPI functions into a BP that didn’t have to add the BPI into the interfaces, but for the button and the door you do need it add it? Same for the electricity one. Does that mean that, you can get the functions of any BPI into any BP, regardless if they are inside the interfaces or not... but that's just a calling, and it won't do anything unless its connected to something from the place is being called from? sorry again if this question sounds confusing :(
@TylerSerino5 ай бұрын
You can call blueprint interface functions from basically anywhere, you can sort of think of them as globally accessible. Whoevers CALLING the function/event does NOT need to implement the interface. Whoever is defining functionality and using the function/events for the interface needs to have it implemented. That way, you have a way of clarifying what class you are trying to call the interface function on.
@qzerzae4032 Жыл бұрын
Hi, great vid ! Just a question, what can i do if i don't have a direct reference, like if it doesn't come from a break hit result, what i am supposed to link here ? Actor Object Ref doesn't seem to work..
@TylerSerino Жыл бұрын
This is really going to depend on what you're making and how you're making it. You don't need a *direct* reference, but you still need a generic reference. As you can see in my example, the line trace returns a generic actor, not a direct reference but still some sort of reference to the object its hitting. In the case that you're not using a linetrace, and doing something more abstract, ie communicating between the player bp and the animation bp, it will vary. In that example, the player bp stores a reference to the animation bp so you can just reference it that way. In reverse, you can get player character from the animation bp. If you provide me more detail on what you're trying to communicate between i can maybe help more. But all in all, when it comes to getting references to things, there is no one right answer.
@qzerzae4032 Жыл бұрын
@@TylerSerino seems like I find the answer tysm, i just did a "get an actor of class" function, selected my other parent BP in it, promoted the return value to variable and then set it, plugged the return value to the target object and it works just fine. Tysm I’ll take notes of what u said !
@wkornf Жыл бұрын
can't figure out why you kept checking is interactable Boolean but never used it???
@TylerSerino Жыл бұрын
At 8:32 in th video, when finishing the interactiton trace I check that value. Granted, I never actually set anything from being interactable to not interactable or vice versa during run time, but having that function is something i commonly do when making interaction systems, and wanted to demonstrate how to make use of functions with outputs.
@cry0n559 Жыл бұрын
I am thinking about using BPIs for widget blueprints. Is this reasonable? If so, how would this work?
@Restart-Gaming10 ай бұрын
So for my mesh to work do I need to change them to actor blueprint? For the purpose of player can search them for let say ammo etc
@TylerSerino10 ай бұрын
Yes, if you were making an interactable object like that you would most commonly make them an actor. When you drag a mesh into the world, it creates a static mesh actor for that mesh, because anything in the world has to be an actor, but you have no control over it that way. The only time i'd drag a mesh directly into the world is maybe if it were a static prop for visuals only.
@Restart-Gaming10 ай бұрын
@TylerSerino thanks so much I do appreciate
@zeez77773 ай бұрын
Checking if an object implements an interface sounds alot like its casting internally tbh so im not really sure theres any performance benefit apart from the obvious modularity benefit you gain
@MattNicassio16 күн бұрын
@7:15 that's pretty freaking sweet
@chankulovski9 ай бұрын
Amazing explanation man ! I wanted to ask ... When you go in the Interface and create the Variable as "Actor". I am pretty sure it loads up into the Memory already as an Actor reference? I wanted to use Interfaces with "Actor" as Variable, but this stopped me ... EDIT: I have checked and it's basically the same as Casting ( it's a hard reference and it's loading the actor ). When you creating the Variable and when you typing "Actor", hover over and CTRL+ALT to read the tooltip ... :( so this is a NO NO too, the same as Casting...
@TylerSerino9 ай бұрын
Im pretty sure creating a direct reference as a variable also creates a hard reference, but tbh I’m not sure off the stop of my head if it would be to actor or to the value you set it to. You can use the reference viewer to see
@chankulovski9 ай бұрын
@@TylerSerino Yeah, need to double check this. Thanx! Extremely amazing Tutorial btw ✌️
@SirPaulMuaddib Жыл бұрын
"OnInteract" is this a Function or an Event? Usually an Event will have the naming convent "On" "SomethingHappened" like "OnHit" or "OnCollide" etc.... So what is "OnInteract"? Function? Event?
@TylerSerino Жыл бұрын
OnInteract by default will be treated like an event because there are no return values. However you can always convert events to functions
@SirPaulMuaddib Жыл бұрын
@@TylerSerino Aside from returning/not returning a value, what is the difference between an event and a function? Don't they both call into code? When should you use an event VS when should you use a function? I am not sure, I think events are considered asynchronous and functions are considered synchronous?
@TylerSerino Жыл бұрын
@@SirPaulMuaddib you are correct that events are asynchronous. This article does a pretty good job of explaining the differences between functions and events in depth pixelsapiens.com/functions-vs-events-in-unreal-engine-4/#:~:text=Events%20cannot%20have%20return%20values,essential%20for%20any%20multiplayer%20game They’re pretty essential for replication and multiplayer, something I don’t deal with often myself. Mainly I find myself using events over functions when I don’t need return values, or am doing any sort of latent action such as using timelines or delay nodes. If I need to return values, store data temporarily in local variables or do anything involving knowing when the execution line ends, I use functions.
@wpwscience40276 ай бұрын
Using this with a widget I seem to get some strange parent behavior out of the isInteractable function. Cannot order parameters ReturnValue in function IsInteractable. Cannot override 'BP_Interact_Interface_C::IsInteractable' at Is Interactable which was declared in a parent with a different signature Ever seen this before? I'm not sure what the cause is.