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

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Unreal Engine

Unreal Engine

5 жыл бұрын

In part 2 of Blueprints in-depth, Epic Games' Senior Engine Evangelist Sjoerd de Jong goes over crucial, but rarely covered topics, with a goal to level up a range of viewers - from those with a working knowledge of Blueprints to users that are fully and professionally proficient in our unique scripting language and all of its finer details.
Learn more about Unreal Engine at www.unrealengine.com

Пікірлер: 25
@terraint3697
@terraint3697 5 жыл бұрын
Epic! Loved part 1 and ready to watch this second video!
@dauletbekishev
@dauletbekishev 4 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
@Dismellion
@Dismellion 4 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
@violenttriangles
@violenttriangles Жыл бұрын
Hands down the most useful talk I have seen so far.
@jgharding2
@jgharding2 5 жыл бұрын
Excellent pair of talks, thanks
@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 :)
@TALENTCRAZY
@TALENTCRAZY 4 жыл бұрын
Thank`s. Ready to takes notes about the second part.
@markm4120
@markm4120 5 жыл бұрын
Great stuff, so much useful information. Thanks!
@PabloSanchez-th5em
@PabloSanchez-th5em 5 жыл бұрын
Amazing Talk by Sjoerd!
@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 3 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 KZfaq 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 Жыл бұрын
11:40 we can do the same things with function library blueprint, it is just a call of a static function
@gabrielepardi5178
@gabrielepardi5178 3 жыл бұрын
Thank you very much!
@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++....
@quackcharge
@quackcharge 11 ай бұрын
holy hell did this help me... thanks a lot
@lifei2short
@lifei2short Жыл бұрын
thanks you
@khazaur
@khazaur 5 жыл бұрын
Does blueprint nativization helps to improve those problems?
@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?
@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?
@KhalifaLame
@KhalifaLame 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: kzfaq.info/get/bejne/oJydps6FzLKbm4k.html#t=46m05s
@eobet
@eobet 4 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.
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