Extending the Editor: Making the Most of Unreal Engine’s Existing Framework | Unreal Fest 2024

  Рет қаралды 19,189

Unreal Engine

Unreal Engine

Күн бұрын

Пікірлер: 42
@UV_Game_developer
@UV_Game_developer 2 ай бұрын
Respect this developer who really trying to explain in simple way and trying to speak easy words, hats off
@RonnieBanerjee007
@RonnieBanerjee007 2 ай бұрын
This is easily one of the best talks in the whole ue5 channel. Covered a niche topic with a thorough yet concise tutorial. Bravo.
@lukassizemore8102
@lukassizemore8102 2 ай бұрын
Thank you for the sample project files. This is great making it immediately available.
@VictorIstomin
@VictorIstomin 5 күн бұрын
03:50 scripted actions 04:52 scripted actions - implementation 07:11 data validation 09:02 data validation - utility BP 10:28 data validation - C++ IsDataValid 12:51 Slate notifications 15:40 Custom details panel 18:58 Component Visualizers 22:58 Component Visualizers - interaction 25:35 Custom assets 28:14 Advanced asset editor 33:35 Advanced asset editor - custom viewport 35:17 Further learning - what's next 36:59 References Informative and concise, thanks a lot!
@erdemserhatergen
@erdemserhatergen 2 ай бұрын
This is one of the best talks on this channel because there aren't many resources about extending editor. Also very generous for sharing project files. Thank you a lot!
@ls.c.5682
@ls.c.5682 Ай бұрын
This talk was great, and it blows my mind how customizable UE really is, I've worked on 2 AAA games in the last stages of them being pushed out and shipped and I wish the leaders on those projects understood what could be possible to make the whole process easier across disciplines by making the UE interface support what people actually wanted to do.
@PlatinumNanos
@PlatinumNanos 2 ай бұрын
This is by a mile my favourite talk that has been uploaded to this channel!
@As_Ss
@As_Ss 2 ай бұрын
Finally something good, explained, with code and sample project.
@ben_mkiv
@ben_mkiv 2 ай бұрын
Thanks for the talk, having practical examples for everything convinced me to try out a few things which i would have expected to be way more complex
@blaster_pro
@blaster_pro 2 ай бұрын
Great, great content! And masterfully presented! Thanks for that!
@James-uw4it
@James-uw4it 2 ай бұрын
Very helpful stuff, thanks for the presentation
@lodzero6264
@lodzero6264 2 ай бұрын
Very good talk, incredibly useful/informative.
@chrissmylie-fh4zn
@chrissmylie-fh4zn 2 ай бұрын
That was great, so much good information!
@MarvenYassen
@MarvenYassen 2 ай бұрын
This is great. Thank you
@ItsBaffledd
@ItsBaffledd 2 ай бұрын
Great talk dude, really useful stuff, especially towards the middle/end
@ryanisanart
@ryanisanart 2 ай бұрын
good for this guy. he crushed it
@JenAnty_JA
@JenAnty_JA 2 ай бұрын
Wow, thanks for this
@gonicro2540
@gonicro2540 2 ай бұрын
Crazy that you guys are joining my school, first google, nasa,Toyota and now you
@matremtube
@matremtube 2 ай бұрын
Good topic, one missing point is you have to restart the editor to take your new BP validator into account.
@cleandust530
@cleandust530 Ай бұрын
thanks...thanks a lot...!! you are my hero.
@KINGDOMSONSTV
@KINGDOMSONSTV 2 ай бұрын
Really good presentation
@LimitedPerfection
@LimitedPerfection 2 ай бұрын
Excellent
@danhughes7993
@danhughes7993 2 ай бұрын
Woop! Nice one Angel, great talk. Hope you're well.
@angelfloresarq
@angelfloresarq 2 ай бұрын
Thanks Dan!! So nice hearing from you!!
@nerophesis
@nerophesis 2 ай бұрын
finally!!!!
@ThePravenpjose
@ThePravenpjose 2 ай бұрын
Hi, I have 3 chunk(.pak) files, each chunk file has different PrimaryAssetLabel with different ID. Each chunk have a class called BP_Animal. Can I load the specific BP_Animal class from each .pak file individually using c++? I want to do something similar to Asset Bundles, where downloadable assets can be used in Unreal Engine at runtime
@Mittzys
@Mittzys 2 ай бұрын
Wow, didn't know you could make actions in BP
@KissSimple
@KissSimple 2 ай бұрын
Cool😍
@longbowman7238
@longbowman7238 2 ай бұрын
with the asset validator, u only get class Blueprint from it and you can't cast down to like Actor or player controller. how do you do this??
@viruspanin
@viruspanin 2 ай бұрын
You can implement custom C++ function that would grab the blueprint generated class from the Blueprint asset, expose it to BPs and use it in your BP validator.
@longbowman7238
@longbowman7238 2 ай бұрын
@@viruspanin thanks but im trying to do it in blueprints
@viruspanin
@viruspanin 2 ай бұрын
@@longbowman7238 purely in BP, there should be a node called Load Blueprint class, you feed an asset path to it, and it will return an actual BP generated class, if the supplied path is valid and points to a blueprint asset.
@jakesimpson239
@jakesimpson239 2 ай бұрын
Blueprint Classes have a Generated Class property on them that references the actual class you likely want eg Actor. Hope this helps
@viruspanin
@viruspanin 2 ай бұрын
@@jakesimpson239 that property was not accessible in BP without C++ shenanigans, last time I checked
@JonesCrimson
@JonesCrimson 2 ай бұрын
You would think with all of the marketing they do towards youth and BP coders that they wouldn't have waited this long to focus on the interface.
@johnfredcee
@johnfredcee 2 ай бұрын
Nice talk. Already knew most of the material, though! So, next time hire me :-)
@Leomerya12
@Leomerya12 2 ай бұрын
He's so nervous! (Yes, yes, I understand his condition, but it can be exacerbated by stress.)
@RonnieBanerjee007
@RonnieBanerjee007 2 ай бұрын
Yet one of the best talks in the whole ue5 channel.
@timbrazh8512
@timbrazh8512 2 ай бұрын
Plz make more tutorial bout control rig🙏
@gstreetgames2530
@gstreetgames2530 2 ай бұрын
Stuttering and heavy accent combined make public speaking a tedious event. I wanted to watch this but I'm averse to poor communication flow.
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