I learned so much watching this that I didn't know. It's dangerous how much I don't know. But now I know this. Know Now Now Know.
@Deck_Dynasty5 жыл бұрын
Now now know no know?
@TrojanLube694 жыл бұрын
KAKAROTO?
@suprflcn3 жыл бұрын
Donald Rumsfeld, is that you?
@MrSmith015 жыл бұрын
Epic team, I just want you to know that you guys are totally cool and awesome. May the force be with you!
@UnrealEngine5 жыл бұрын
We want you to know that you are totally cool and awesome also!
@yashmunankarmy45284 жыл бұрын
hows your back sir? how you not don UFC and doing videogame thinggy
@ChimpoTalksGaming4 жыл бұрын
*flying knee*
@mishikokenkebashvili8793 жыл бұрын
Ben asscream!
@SoyalicSinan5 жыл бұрын
One of the best talks. I especially love the "Door opening" part 12:30.
@abludungeonmaster58175 жыл бұрын
Great talk. Should be highlighted on Unreal academy page.
@scaredyfish4 жыл бұрын
Absolutely. I only found this because Sjoerd mentioned it in another video. Everything should be available in one place, instead of split between KZbin and the learning portal.
@cosmotect5 жыл бұрын
Blueprints are AMAZING, I only had overall basic understanding of how code should work, and with just that and some short tutorials I learned to use BP's enough to create a game after 2 months of using them! Now I am here to learn how to use them correctly!
@AthosSampaio5 жыл бұрын
I've seen good talks with him before, only now I realized he is Hourences! Hehehe. Because he talked about his game, of course. One of the best talks on blueprints. Thanks for that.
@VictorBurgosGames5 жыл бұрын
Great talk. A lot of it I already knew, some of it was a good refresher. Keep these events/talks/videos coming! Especially more C++/BP Combos
@monles23523 жыл бұрын
I'm so grateful to watch this at the beginning of learning blueprints
@benjaminnossin98533 жыл бұрын
Good luck then, same for me I am just starting UE4 and blueprints !
@wedge_one5 жыл бұрын
man, this is hourences! played so many of his maps for UT, UT2004, etc! truly a legend from the community!
@chickeninabox4 жыл бұрын
You should make games.
@3g9UbImZWLxSYFZjHyP0Pw2 жыл бұрын
this is by far the best intro to blueprint video i've ever seen. of course for someone with a programming background. thanks for this! kudos to you. :)
@CASMANWHAT4 жыл бұрын
ok 10th time trying this in my lifetime but this year is the one. 2020 LET'S GOOOOO!!!!!!!
@SierraSierraFoxtrot4 жыл бұрын
I've not even started programming with BP but this is already useful.
@NotSoAccurate4 жыл бұрын
I don't know how I missed this a year ago because damn I needed it then and it's still good now.
@saeedzamani15035 ай бұрын
The last part is really important! wish I could know this at the first day I started learning unreal engine
@unreolog86993 жыл бұрын
Thanks, Sjoerd! Your presentation was very helpful as I expected (and fun too!)
@Novalmauge5 жыл бұрын
I am coming into game development with some background in C++, I was fiddling around learning, but this video was exactly what I needed.
@coolnamesTV5 жыл бұрын
This is so awesome. I learned a ton and probably saved me countless hours of work. Thank you so much.
@communistpropagandist46085 жыл бұрын
Incredibly useful and efficient talk. I learnt so much that was immediately useful. Thanks.
@mesyrion2 жыл бұрын
26:15 "If a BP doesn't actually use ticking in this graph, turning of ticking in the properies won't make a difference" I dont think thats actually true, I had 4k BPs on my map without anything in the tick event but I still got a small performance boost after disabling it.
@adamkareem5 жыл бұрын
I really liked this talk. Very helpful, especially the bit about performance of c++ vs BP and when to use tick / timelines
@GAMINGBLAZE3 жыл бұрын
Musics for sleep don't work this well. This guy is amazing
@nickdaniel96993 жыл бұрын
As a complete novice, what I got from this was *NO TICK T I C K B A D*
@CherylynnLima8 ай бұрын
at 51:00, how do i add this code??
@mohammadsaleh66153 жыл бұрын
this 28:58 is the most important part for me,, amazing
@gabrielepardi51783 жыл бұрын
Thank you very much: clear and straight to the point. A bit afraid for my project but anyway...
@asdrofllmao9 ай бұрын
Fantastic talk, much appreciated.
@milo200603 жыл бұрын
Very nice
@CG-Game2 жыл бұрын
Hi can you tell me how to deploy Pivot via blueprints?
@Zumito3 жыл бұрын
yo tengo un problema, al utilizar stat game o stat scenerendering, los fps caen mucho y empieza a contar mal los milisegundos, como si el cuadro de stat game o stat rendering consumieran demasiado, como puedo perfilar sin que la propia herramienta de perfilado afecte considerablemente a los numeros?
@EliasWick5 жыл бұрын
This is a wonderful talk. Thank you Sjoerd!
@shpadoinklejoe Жыл бұрын
Which file do I put the "[/Script/Engine.Blueprint] bRecompileOnLoad=false" in?
@Gonzakoable5 жыл бұрын
Where's the "how to make a door" tutorial?
@blackcatpirates81344 жыл бұрын
It's a secret 🤫
@vaibhavbalooni57303 жыл бұрын
First download some ram.
@tomaspecha43712 жыл бұрын
Can anyone help with blueprints to set score as an objective ? Any advise or eu documents will helpful thank you
@auireming89055 жыл бұрын
YESSS more from Sjoerd
@HandheldGamingHQ4 жыл бұрын
this guy is awesome thank you for this talk
@Amipotsophspond3 жыл бұрын
12:59 where he decided to simply copy the class was the start of the problem. this is when redesign of both regular door double door should have started. ask what do regular door and double door have in common, make a new door parent class to hold all the things they have in common, then a new regular door and a new double door inherent from door. 13:10 with each door sub class should look at if the features they are adding should be migrated to the door parent class. some parts of the door and its sub classes should be private that are the internal workings of the door(retract the latch), and other parts should be public (turn the handle). the player object needs to say to the door I am turning the handle to 180 degrees, the door should handle the turning at 90 degrees it should retract the latch at 120 it should stop turning to not break the handle. I am new to blueprints language and I don't know if the blueprints language has something like C++'s private, protected, and public, but even languages that don't have private, protected, and public, like python you can still do things by naming such as __ and _ to say. the user of this class this mostly should not have to worry about these things. every thing from 14:00 to 15:00 can be solved with making standardized access points, for the door API so those that deal with the door don't need to know about the internal workings of the door library. 15:17 doing that is not wrong, the wrong part was when someone tried to reuse that code by copying and pasting, over abstraction.
@metafuel4 жыл бұрын
Excellent . Thank you.
@minthu69553 жыл бұрын
by the way, in order to play a game, I think we need only a few button.What else?
@Mittzys Жыл бұрын
Discovering the reference tree and size map as dread sets in extremely fast
@jorhoto70645 жыл бұрын
Still 0 dislikes? The Unity guy didn't find this video yet :D
@kingades10132 жыл бұрын
11:55 12:43 15:30 15:52 23:31 24:51
@NinjaThug3 жыл бұрын
04:59 That's actually hilarious! XD
@rein5563 жыл бұрын
I love Epic Games! They are the wisest video game company! also they think about indie-dev instead of just taking money like unity.
@jgharding25 жыл бұрын
Brilliant, thanks! so GetAllActorsOfClass is expensive? What are the alternatives?
@JohnVanderZwet5 жыл бұрын
Sometimes it's necessary, but don't call it frequently. Cache the results into an array or you could even have the class add itself into an array on begin play.
@jgharding25 жыл бұрын
@@JohnVanderZwet ah i see, so call the actors of class on occasion to populate the array, then just call the array until you need to re-get the acors
@troyhayder69863 жыл бұрын
Input events should be separated into press down and release... Its done that way for a reason in other programs... Your press functions as a down.. To turn it into a press I have to add a do once.. But then I've got no down input.. And do once is obviously broken.. Once is once ever, unless I the programmer reset it.. The word once implies that it only happens once.. But I've noticed your do once auto resets itself without my help...
@Endiversum5 жыл бұрын
How to compile Blueprints?
@Chillingworth5 жыл бұрын
wish they posted the slides
@sebastianvonhohenberg7295 жыл бұрын
Thanks. This is so epic. 👍
@Absovec3 жыл бұрын
Only if I could give like to those videos every single time I need help...
@malinroot3 жыл бұрын
Very cool 👍👍👍👍👍👍👍👍👍👍
@Deck_Dynasty5 жыл бұрын
If you're using soft object references in a multiplayer game, and an object becomes net relevant before an asset is manually loaded, will the game crash? What's a good way to design around this? To explain in more detail, let's say for example you have an RPG with hundreds of items and creatures. You don't want them all loaded at startup, so you use soft object references. Now let's say you're running through the world and come near (within net relevancy of) a player wearing an item you haven't manually loaded. Does your game crash? He doesn't explain a solution.
@lifei2short Жыл бұрын
thanks you
@puprepare40825 жыл бұрын
Please add more functionality to blueprints, Like C++
@pencilgun49344 жыл бұрын
I always knew the yellow brick door is real :-)
@WOLFPACKED5 жыл бұрын
45:00 I solved this with soft references
@Zeriel003 жыл бұрын
Is this guy the villain from Robocop? :p
@evanlane16903 жыл бұрын
Good talk, but he spent so much of his time apologizing for his examples being examples that he lost time that could have been used for more info. Loved the talk despite that one small thing.
@terraint36975 жыл бұрын
Epic!
@Gonzakoable5 жыл бұрын
Games!
@springcar Жыл бұрын
Hey Creators and who needs teaming :) can you tip us, Are you showing at youtube etc your gameDeaign idea and music backtracks or vocals you working on, and how you search teaming to CO-work , online? Hmmmm Have to say Great Element that music and Games creating in our life :) myself i create exciting to action driving Beats
@minthu69553 жыл бұрын
accountant
@fft20203 жыл бұрын
You dont learn anything by clicking around in new UE4... as soon as you move the mouse an error message will appear
@Anublack815 жыл бұрын
So I thought all the time because themselves on other videos said, any time you spawn an actor, let's say a projectile, it should be destroyed, otherwise will stay in world, imagine how many projectiles you shoot in your game. According to garbage collection, that's not the solution at all coz it stays in memory. And unloading level streaming also won't be removed from memory. So much misinformation, on some videos they say do this, but others say do this that is totally contradictory. Come on get real, if you want us to do something serious, be serious with information you give.
@Anublack815 жыл бұрын
@@bezoro-personal That's what I meant, you just said it: "don't use SpawnActor() and Destroy() for things such as projectiles fired quickly in succession, that is incredibly wasteful, use a pooling system". I said just an example: spawn projectiles. What about Spawning AI, other actors such traps, items, etc. We just can't hide them all to pretend they're destroyed. And we have been taught all time that's the way it should be handle. And all that goes to GC. Sound too easy but it Doesn't. Cheap trick.
@Deck_Dynasty5 жыл бұрын
@@Anublack81 You use a pooling system for a different reason. It's because there's a cpu overhead to spawning and destroying objects (gc helps with memory overhead, not cpu overhead). So you pool things like bullets so they're always referenced in the world, specifically and intentionally the opposite of using gc. So as you see, sometimes opposite approaches are required, and it all depends on what you're trying to use the engine to achieve.