Learn Modular -Data Driven- Programming - Unreal Engine 5's Blueprint

  Рет қаралды 1,452

DarkslayerTV

DarkslayerTV

Күн бұрын

Пікірлер: 16
@Yggdrasil777
@Yggdrasil777 Жыл бұрын
@12:45 - I usually put the name of the data to keep track of the data there. It helps because the 5.3 interface has a drop-down menu for the options, so it makes it much easier to find what you need.
@gregsmith80
@gregsmith80 7 ай бұрын
I'm not new to programming but I am learning Unreal for the first time. This video made a lot of sense and you did a great job. I learned something. I'm also very high.
@dinkleburg43
@dinkleburg43 5 ай бұрын
i feel connected. I am in the exact same boat brother
@gregsmith80
@gregsmith80 5 ай бұрын
@@dinkleburg43 Bless you and your journey.
@ryanjdev87
@ryanjdev87 4 ай бұрын
Same lol 26 years of coding but 1 year deep in unreal
@onerimeuse
@onerimeuse 5 ай бұрын
I mean, you had my attention with the title and one of the dorkiest channel titles I've ever seen (a solid metric of "how oriented to my interests will this channel be), but you won my sub at you edited in and around burp. So, in terms of the parent/child relationship, how does someone go about incorpating "dad left for cigarettes and never came back and then I had rotating dad's and an absent mom" into my data oriented programming paradigm exactly? Edit: in today's day and age, I feel like I need to qualify the dorky comment as a term of endearment in this case. It's a badge I've worn with pride for decades. Also, scrolled through the rest of your channel and your content library is awesome. Your tempo is great, and the fact that you actually describe the why around the what you're doing is exactly what I've been digging around for for almost a year. Thanks for taking the time to produce these videos.
@samuelmatosminaya7801
@samuelmatosminaya7801 3 ай бұрын
I love every time you say you can do it, It gives people motivation, Thanks
@kaimaiiti
@kaimaiiti 2 ай бұрын
I use uuids for rowname in datatables that I am generating and maintaining as csvs outside of engine. Data assets are also worth exploring.
@codymccarty9327
@codymccarty9327 9 ай бұрын
Good question about the Row Name. I've seen quite a few things, and I don't think there's an answer. I've seen what you did with a duplicate of another row (2 rows with the same entry), ignoring it altogether (so NewRow_4), using it as a replacement for the name row (so the struct would be power, desc, SM, and drop the 'name' row), using it like a key (Row Name = SettingUpSky, Title = Adding UDS to your level OR Row Name=Ability_UnderwaterBreathing, Name=Underwater Breathing). I think the key version seems the most useful to me, and I would personally avoid using the row name as my name row. My personal preference recently is to use Data Assets over Tables more and more. I've gotten where I prefer 100+ data assets to a table with a 100+ entries. But maybe I'm crazy. On a side note, I would say avoid using just "Name" in your struct and prefer "Display Name", "Item Name", "Title", or similar. I don't recall the issue it caused, but it was a problem with a simple fix. BenUI has a write-up on data: benui.ca/unreal/data-driven-design/ . UE has made progress with the downsides of using Data Assets, namely 'Still annoying managing large numbers of entries', 'Managing lists of assets is a pain', and 'Binary asset'. DA Binary assets can be diff'd in engine (as well as many improvements to in-editor source control). There's the built-in Property Matrix to ease the first two downsides, but custom tooling can be used as well. Additionally, Primary Data Assets can help with this problem. Ari wrote a heavy post on PDAs forums.unrealengine.com/t/solved-troubleshooting-primary-assets/1733737 . Epic's own Jack Condon has a UE Fest talk on Data, kzbin.info/www/bejne/foDTqo1uapplpaM . It's very well put together, almost like the evolution of using Data in UE meets how programmers can build intuitive data systems for designers. There's an official course on Data on the UE learning portal (there used to be 2, but one was deprecated), as well as, many sample projects have examples of using data. Lastly, no one ever mentions Material Parameter Collection and data assets at the same time. Know that MPC are something like a data assets within Materials and they do exist already, so don't cram a square peg into a round hole.
@toolexport
@toolexport Ай бұрын
Just Great, thanks
@davidtaylor8195
@davidtaylor8195 6 ай бұрын
Hey I had a question. What would be the best way to handle this if you wanted armor to have their own data table and weapons to have their own data table? Is there a way to nest the structs and still just use the parent item bp in the world. Or would it be better to just make child classes from the parent item, one being weapon parent with its struct and DT, and a Armor Parent with its own struct and DT?
@nahueluchaolmedo5373
@nahueluchaolmedo5373 Жыл бұрын
Hey man this was great, super helpful, thank you very much also your voice sounds like chris pratt
@nfrancisj2122
@nfrancisj2122 Ай бұрын
data driven assets are really only useful if you need to tune an asset. Say your Great Axe deals 10 damage but loses 2 durability whenever you use it. The enemy has 5 defense + 10% chances of parry, or 20% chances of block. And how much XP is dealt when using a certain weapon, or combo of weapons, or combo weapons with your enemy's combo of weapons. A data table is great for that type of tuning as it's basically a spreadsheet. Sure, you can use it to serve asset components to have few amounts of blueprints, but then it becomes a pain to individualize them if needed. You also increase the amount of data in memory as all the data in a datatable is loaded in at once, and you serve useless data to assets that they don't need. Say you have a ABP_Weapon (Abstract Blueprint Weapon Base), and your struct for the datatable has data for Sword, Shield and Gun. You will pass the Ammo data to the sword and shield for no reason, you'll pass the parry data to the gun, the sword durability to the gun and shield. Sure you can leave the variable blank in the datatable, but it will still take up memory. Gotta be careful with inheritance and datatables. they can get out of control very quickly.
@glichout1375
@glichout1375 Жыл бұрын
Do you think you can do a point-and-click tutorial similar to the FNAF 4 moving mechanic?
@salem6505
@salem6505 11 ай бұрын
i loooooooooooooooove you man , super helpful , thanks god you have youtube channel 😅
@kenreed1467
@kenreed1467 8 ай бұрын
Wait till you discover using primary data assets to make a completely dynamic data driven game!
I solved Unreal Engine's Package Size Problem...
14:35
Cobra Code
Рет қаралды 92 М.
Learn Modular Programming - Unreal Engine 5's Blueprint
22:55
DarkslayerTV
Рет қаралды 1,7 М.
Une nouvelle voiture pour Noël 🥹
00:28
Nicocapone
Рет қаралды 9 МЛН
The evil clown plays a prank on the angel
00:39
超人夫妇
Рет қаралды 53 МЛН
It works #beatbox #tiktok
00:34
BeatboxJCOP
Рет қаралды 41 МЛН
How I Won The GMTK Game Jam
25:09
JimmyGameDev
Рет қаралды 545 М.
Data Driven (Scripts aren't Data) #rpg
13:56
Mark Darrah on Games
Рет қаралды 2 М.
UE5 Understanding hard and soft references - Be a better game dev
19:58
Component vs Interfaces vs Abstract Classes (When to Use What?)
11:54
Getting started with Modular Game Features in Unreal Engine 5
15:45
Unreal Directive
Рет қаралды 18 М.
Need to Know Nodes in Unreal 5 Blueprints
48:59
Cason Quisenberry
Рет қаралды 98 М.
I built a DeepSeek R1 powered VS Code extension…
7:02
Beyond Fireship
Рет қаралды 551 М.
Une nouvelle voiture pour Noël 🥹
00:28
Nicocapone
Рет қаралды 9 МЛН