Every unreal user should watch this! :) Nice presentation Reid!
@ReidsChannel4 жыл бұрын
Thanks!
@dinosyr2 жыл бұрын
Super useful. Alot of people get drawn to UE because of the assets but often ignore some of the primary concepts, myself included. But taking time to really solidify them does wonders to your knowledge and abilities. Thankyou!
@BNHSoftware3 жыл бұрын
yesssss dude. This is an elite tutorial particularly for us programmers who understand OO already but are new to unreal engine. You are doing gods work. Subbed, liked and keep it up.
@alexikhailtuud21244 жыл бұрын
Great video as always! My college is teaching Unreal this semester but at a rather slow pace, your channel has helped me big time!
@bluegizmo19832 жыл бұрын
Now I want to see cow bullets... Or a bullet cow! Would that be a super fast cow, like a bullet train? 🤣
@ZephrusPrime4 жыл бұрын
Your channel deserves WAY more subs!
@dman225544 жыл бұрын
Every developer should learn OOP concepts they’re so important at least that’s what they engrained into my head during college.
@ReidsChannel4 жыл бұрын
Yes, for sure!
@sam_making_games4 жыл бұрын
They are important ., I've seen some tutorials where guys have no idea about OOP and the code architecture they come up with is questionable to say the least. So yeah OOP is hella important. A reason why they spend 1 whole semester nailing it in our heads.
@juanmilanese4 жыл бұрын
great video Reids! a lot of useful information here. I'd love to see more of these less specific tutorials covering basics of bp scripting.
@Yiting-ie6se Жыл бұрын
This PPT actually safe my life!
@diliupg2 жыл бұрын
Excellent breakdown! Thanks!
@jak3legacy3 жыл бұрын
Thank you so much! Very helpful!
@terenteborfasul3 жыл бұрын
Nice teaching skillz. Thank you!
@jonathanxdoe3 жыл бұрын
Clear and concise, great lesson!
@IntaxEren4 жыл бұрын
Awesome as always Reid :)
@ReidsChannel4 жыл бұрын
Thanks :)
@LastIberianLynx_GameDev Жыл бұрын
Great tut . thank you.
@svens37222 жыл бұрын
The Init Function sets the 'RemainUses' to 'NumberOfUses right'? Great Video, i needed that.
@salimdin58034 жыл бұрын
It's a great video! Just like all your other videos!
@gower19734 жыл бұрын
Little tip class members are private by default, struct members are public by default.
@addraemyr Жыл бұрын
I'm trying to get my head around how to make a global pickup class that both my health and ammo pickup blueprints can inherit from and increment accordingly but maybe that's not as feasible as I thought it would be. I figured both would have collisions that would increment either health or ammo accordingly. A similar question would be would it be good practice to have a hp potion and a mana potion inherit from a global potion class even if they affect different properties?
@ReidsChannel Жыл бұрын
I'd probably suggest making a base class for anything in ur game that is a "pickup" and put all the collision code and other shared code in there. Then you can have a function called like "OnPickedUp" which each one of ur pickups can override and do w/e they need to do when theyre picked up
@roryobrien66557 ай бұрын
Hey - I am confused about how to alter the amount of uses each food item has in the child classes (cake, apple). Any advice?
@prasonia14 жыл бұрын
can you do a in-depth tutorial on Cover System or climbing system like uncharted ? Btw your tutorials are great one of the bests on youtube, keep up the great work !
@ReidsChannel4 жыл бұрын
Perhaps, I'll keep it in mind
@DeeOdzta4 жыл бұрын
I like to keep my funcion 10:08 private :) - thanks for the tuts
@ryansenger4084 жыл бұрын
Ryan Senger Regarding public private and protected you mention its best to restrict access as much as possible for ‘safety’. I’m curious what that refers to- as a solo dev I’m responsible for the whole project so is it safety of another programmer stomping on your code with duplicate variable type? Or is it more performant to have code only as accessible as it needs to be? As a newbie will restricting your access to code end up causing more headaches trying to locate variables? Or is it actually better to do that so you understand where everything lives and their relationships and scope? Like what I’m most curious about is the term ‘anyone from accessing it’ - is that referring to other people? Or other game objects accessing. Thanks in advance.
@ReidsChannel4 жыл бұрын
Hey, yeah its referencing other people but your future self is also essentially another person. Private, protected, and public dont affect performance, it just limits access to things that other classes dont need access to which makes it harder to use the class incorrectly
@realkirillkokorev2 жыл бұрын
Hey man, thank you. The noob question I have is at 22.23. Why can apple access player character to make it jump? I am trying to access different variables from different classes and get - call will always fail often. Can't get my head around who can talk to who.
@jeorhan1262 Жыл бұрын
Great video but I would have liked to know how Events fit into Inheritance. Do Child Events run their Parent Event's functionality first? Why use Functions instead of Events?
@iansmith33013 жыл бұрын
What is the blueprint casting used for? I could not find that being explained or described in this video. Is it for accessing a function or variable there?
@ReidsChannel3 жыл бұрын
Casting is a very wide-used practice in most programming languages. It allows you to "convert" a variable of type A to type B. But casting will only succeed if B is a child of A or A is a parent of B. This is useful to yes, access functions of variables in a child blueprint that otherwise would not be accessible from a variable referencing a parent class. It's also sometimes needed in order to pass a variable into a function that's expecting a specific type. But be careful, you cant just cast anything to anything. The thing you're casting to actually has to be the type of the thing you're casting. For example, the animation graph's tick function provides you with the Pawn that's being animated. Since the player is a Character (which derives from Pawn), you can simply cast the Pawn variable to a Character variable w/o any problems. You can even cast it to your specific player blueprint and access variables that only exist in that blueprint. Also, it's worth noting that people like to tell you that casting is evil and bad and you should never do it. Ignore them :)
@iDentityGamesYT2 жыл бұрын
These videos are great for anyone learning UE so thank you. I have a question though, does inherence work the same for behvior trees? Would I make a child BP for the Pawn and if so where to assign that pawn to other characters?
@marcassin10343 жыл бұрын
Thank you so much !
@knightofbrokenglass9237 Жыл бұрын
thank you very much
@lankydev82972 жыл бұрын
very helpful thank you!
@valideno95922 жыл бұрын
very impressive
@tomaslaaperi58492 жыл бұрын
criminally undersubscribed channel lol
@imjusttellingstories1688 Жыл бұрын
you teach very well🙂
@nmiles2go2 ай бұрын
Can I have the presentation slides?
@bernardosardinha4 жыл бұрын
Great video!
@zykoz68264 жыл бұрын
#learning
@corgilife2412 жыл бұрын
Fantastic vid!
@bobn.15562 жыл бұрын
You had me lost after saying that an apple or a cake is not a food. Why would the cast fail?
@ReidsChannel2 жыл бұрын
timestamp?
@Suthriel Жыл бұрын
@@ReidsChannel Timestamp probably at the 4 minute mark, where you show, that food can cast to food and actor, but not to cake or apple, because food might not be necessarily apple or cake (could be potato). I guess, you can only cast to the same class or the next higher parent class), but not to one of the lower child classes, or to classes at the same level in the hierarchy, but that are at a different branch?