0:20 Compilation Compilation time does not affect the final result. Improper use of references can increase compilation time Blueprint has a size limit, if it is reached, compilation will not happen Macros speed up compilation time a bit. Functions significantly speed up compilation time. 5:21 Cast 8:57 Simplifying the situation: secondary refers to primary but not vice versa
@Dismellion5 жыл бұрын
Short Description: Balance Between BPs and C++ and respect your colleagues: C++ is Backend (Network, Math, Data, Declaration of variables and functions) BPs is Frontend (Content and all Visuals, References to other content or BPs and backend references). Avoid building only on BP or only on C++. Always have C++ class over BPs and BPs over C++ class. P.S Do not cast a lot in BPs. :D
@terraint36975 жыл бұрын
Epic! Loved part 1 and ready to watch this second video!
@dauletbekishev5 жыл бұрын
At the very beginning, he said smth like: "When you do a talk in 2 parts there's a lot of people who tend to skip the 2nd part". The funny thing that it looks like it also applies for the videos on YT ;D:D Part 1 has like ~15k views while part 2 is only around ~5.5k :D:D:D
@violenttriangles Жыл бұрын
Hands down the most useful talk I have seen so far.
@PabloSanchez-th5em5 жыл бұрын
also you can valid a variable by doing right click on it and Validate .
@hansvans93754 жыл бұрын
Amazing presentation it's helpful, thank you for sharing this material :)
@EstherZuidgeest5 жыл бұрын
I've attended the same talk at Unreal academy december 2018 and it was given in a way smaller timespan, an hour I think? It was impressive!
@ozdev4 жыл бұрын
You can save a lot of time by trying to watch videos at a faster playback speed. For videos that don't require complex thinking I tend to watch videos at 2x speed or sometimes more with chrome extensions that lets you have playback speeds more than the KZbin 2x limit. At first 2x might be fast for you but maybe start at 1.25 and go up over time, your brain gets used to the increased speed
@GeoffreyMinez2 жыл бұрын
11:40 we can do the same things with function library blueprint, it is just a call of a static function
@rajeshbalkoti44294 жыл бұрын
And at the end of the day c++ is must. BP is like xml and C++ is like java for Android app in Android studio 😁. Thanks a lot. I think, i should start learning c++....
@thenarrowbrushvideos4 жыл бұрын
The last time that I tried to use C++ in unreal I crashed an editor trying to use pointers. Is there a way to code in unreal without crashing the editor? Will visual studio run the code without needing the editor loaded?
@jgharding25 жыл бұрын
Excellent pair of talks, thanks
@TALENTCRAZY5 жыл бұрын
Thank`s. Ready to takes notes about the second part.
@PabloSanchez-th5em5 жыл бұрын
Amazing Talk by Sjoerd!
@450aday5 жыл бұрын
Add some contents section to these things (ex. 1:00 something, 3:00 something etc...) so we can see whats in the long video.
@Gonzakoable5 жыл бұрын
About the casting, would the player referencing a parent BP class for any Interactible actor still load all the actors?
@Khalibloo5 жыл бұрын
I believe not. The player references the parent BP, but the parent BP does not reference its children (it is referenced by them). So loading a parent should not load the children. Loading the children on the other hand should load the parent.
@lakecityransom5 жыл бұрын
No as I understand. This was covered right here on part 1: kzbin.info/www/bejne/oGfQpJ6KnLFqobc#t=46m05s
@khazaur5 жыл бұрын
Does blueprint nativization helps to improve those problems?
@markm41205 жыл бұрын
Great stuff, so much useful information. Thanks!
@eobet5 жыл бұрын
Fortnite extensively uses tags? How do the developers know the list of what valid tags can be added to what objects? How often does a bug occur because the developer misspelled the tag?
@DanielEverland3 жыл бұрын
Fortnite uses the Gameplay Ability System, which has its own types of tags. Tags are categorized, so you might have a category for all the damage types. DamageType.Fire, DamageType.Ice, DamageType.Poison etc. Furthermore, tags aren't simply strings, they're created an managed in the editor (Saved in an .ini file). Continuing the above example, when you assign a damage type to your weapon, a UI element appears that lets you tick which tags applies - you never actually type in the string that represents the given tag.