Blueprints In-depth - Part 2 | Unreal Fest Europe 2019 | Unreal Engine

  Рет қаралды 34,008

Unreal Engine

Unreal Engine

Күн бұрын

Пікірлер: 26
@shion1364
@shion1364 3 ай бұрын
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
@Dismellion
@Dismellion 5 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
@terraint3697
@terraint3697 5 жыл бұрын
Epic! Loved part 1 and ready to watch this second video!
@dauletbekishev
@dauletbekishev 5 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
@violenttriangles Жыл бұрын
Hands down the most useful talk I have seen so far.
@PabloSanchez-th5em
@PabloSanchez-th5em 5 жыл бұрын
also you can valid a variable by doing right click on it and Validate .
@hansvans9375
@hansvans9375 4 жыл бұрын
Amazing presentation it's helpful, thank you for sharing this material :)
@EstherZuidgeest
@EstherZuidgeest 5 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!
@ozdev
@ozdev 4 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
@GeoffreyMinez
@GeoffreyMinez 2 жыл бұрын
11:40 we can do the same things with function library blueprint, it is just a call of a static function
@rajeshbalkoti4429
@rajeshbalkoti4429 4 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++....
@thenarrowbrushvideos
@thenarrowbrushvideos 4 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?
@jgharding2
@jgharding2 5 жыл бұрын
Excellent pair of talks, thanks
@TALENTCRAZY
@TALENTCRAZY 5 жыл бұрын
Thank`s. Ready to takes notes about the second part.
@PabloSanchez-th5em
@PabloSanchez-th5em 5 жыл бұрын
Amazing Talk by Sjoerd!
@450aday
@450aday 5 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.
@Gonzakoable
@Gonzakoable 5 жыл бұрын
About the casting, would the player referencing a parent BP class for any Interactible actor still load all the actors?
@Khalibloo
@Khalibloo 5 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.
@lakecityransom
@lakecityransom 5 жыл бұрын
No as I understand. This was covered right here on part 1: kzbin.info/www/bejne/oGfQpJ6KnLFqobc#t=46m05s
@khazaur
@khazaur 5 жыл бұрын
Does blueprint nativization helps to improve those problems?
@markm4120
@markm4120 5 жыл бұрын
Great stuff, so much useful information. Thanks!
@eobet
@eobet 5 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?
@DanielEverland
@DanielEverland 3 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.
@quackcharge
@quackcharge Жыл бұрын
holy hell did this help me... thanks a lot
@gabrielepardi5178
@gabrielepardi5178 3 жыл бұрын
Thank you very much!
@lifei2short
@lifei2short Жыл бұрын
thanks you
Blueprints In-depth - Part 1 | Unreal Fest Europe 2019 | Unreal Engine
55:07
Cheerleader Transformation That Left Everyone Speechless! #shorts
00:27
Fabiosa Best Lifehacks
Рет қаралды 16 МЛН
Support each other🤝
00:31
ISSEI / いっせい
Рет қаралды 81 МЛН
coco在求救? #小丑 #天使 #shorts
00:29
好人小丑
Рет қаралды 120 МЛН
Making Better Blueprints | Unreal Fest 2022
51:17
Unreal Engine
Рет қаралды 202 М.
The Unreal Engine Game Framework: From int main() to BeginPlay
27:22
Alex Forsythe
Рет қаралды 227 М.
100 UE4 Tips and Tricks  | Unreal Fest Europe 2019 | Unreal Engine
1:00:07
How do non-euclidean games work? | Bitwise
14:19
DigiDigger
Рет қаралды 2,5 МЛН
Inside the V3 Nazi Super Gun
19:52
Blue Paw Print
Рет қаралды 2,7 МЛН
UE4 With Casey - Mastering Blueprints - Part 1 - Events
27:57
UE4WithCasey
Рет қаралды 45 М.
Cheerleader Transformation That Left Everyone Speechless! #shorts
00:27
Fabiosa Best Lifehacks
Рет қаралды 16 МЛН