Smart Reusable Blueprint Communication -- UE5 Tutorial

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Slightly Esoteric Game Development

Slightly Esoteric Game Development

Күн бұрын

Пікірлер: 14
@esotericgamedev
@esotericgamedev 11 ай бұрын
Read the description 6:16 explanation of interfaces and how to reduce dependencies and increase east reusability 10:16 second benefit to using interfaces: independent interactions. Making a sensor able to activate flashlights - not just the player. 14:38 final example; making the sensor modular and able to activate anything - not just lights. (Doors, in this example.)
@eligijuspranskunas3509
@eligijuspranskunas3509 11 ай бұрын
YES, we like this sort of content :) thumb up!
@bonyfist
@bonyfist 11 ай бұрын
more topics like this needed !!! ..barely covered anywhere else.. good stuff
@spectrecular9721
@spectrecular9721 11 ай бұрын
You can even take this one step further via custom Data Assets to template your assets, disconnecting the dependencies of your asset references from your blueprints and making your data more modular as well 👍
@elganzandere
@elganzandere 9 ай бұрын
Where can i find elaboration upon this comment?
@spectrecular9721
@spectrecular9721 9 ай бұрын
@@elganzandere First, read up on Data Assets and Data Tables. Then, instead of using hard references in each blueprint, create a data asset which stores soft reference paths. You can now reference this data asset in order to resolve asset references from anywhere in code/scripting, and you can even migrate it to other projects (since it's stored as a *.uasset file), acting as a configurable central hub. Since it's only soft references, it's easy to change what they point to. You can even go a step further via C++ and FStreamableManager to dynamically load/unload and manage asset references stored in your data asset. The configuration is project dependent, and a lot of times you will have certain references used in multiple projects, but you can have any number of data assets so it's very scalable and highly configurable 👍
@2Jackrabbit
@2Jackrabbit 21 күн бұрын
within the millions of faulty tutorial or dumb ways of doing things in UE, finally someone that actually THINK of a feature before doing one off all over. Thanks so much for this, coming up from unity this explained SO MUCH of the BP concept and actual real production cases you'd want to put in place.
@nfrancisj2122
@nfrancisj2122 11 ай бұрын
using actor components will give you direct access to the object, unlike childactor, and since you have direct access, you don't need an interface. Lyra makes use of spawning rather than components if you like the non-component route.
@harrysanders818
@harrysanders818 3 ай бұрын
So good to know that this best practice/or a lack of it, also severely affects project migration.
@coffee-beast-99z
@coffee-beast-99z 8 ай бұрын
This video was so good! I get fustrated at unreal engine tutorials that put everything in the character blueprint lol
@esotericgamedev
@esotericgamedev 8 ай бұрын
Hahaha yes I feel the same 😆
@elganzandere
@elganzandere 9 ай бұрын
I've never seen a Child Actor as Player Component used in such a manner. You have provided me a minor EUREKA. Much obliged, Sir.
@MartKart8
@MartKart8 11 ай бұрын
This would be good for going into a cave, or cove, I really need to get better at making environments.
@wojciechlipinski7258
@wojciechlipinski7258 10 ай бұрын
Good stuff. Thank you!
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