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

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  • เผยแพร่เมื่อ 16 พ.ย. 2024

ความคิดเห็น • 26

  • @shion1364
    @shion1364 หลายเดือนก่อน

    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 ปีที่แล้ว +13

    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

  • @dauletbekishev
    @dauletbekishev 5 ปีที่แล้ว +9

    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 ปีที่แล้ว

    Hands down the most useful talk I have seen so far.

  • @hansvans9375
    @hansvans9375 4 ปีที่แล้ว +6

    Amazing presentation it's helpful, thank you for sharing this material :)

  • @PabloSanchez-th5em
    @PabloSanchez-th5em 5 ปีที่แล้ว +3

    also you can valid a variable by doing right click on it and Validate .

  • @EstherZuidgeest
    @EstherZuidgeest 5 ปีที่แล้ว +1

    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 ปีที่แล้ว +1

      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 TH-cam 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

  • @terraint3697
    @terraint3697 5 ปีที่แล้ว +2

    Epic! Loved part 1 and ready to watch this second video!

  • @rajeshbalkoti4429
    @rajeshbalkoti4429 4 ปีที่แล้ว +1

    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++....

  • @TALENTCRAZY
    @TALENTCRAZY 4 ปีที่แล้ว

    Thank`s. Ready to takes notes about the second part.

  • @jgharding2
    @jgharding2 5 ปีที่แล้ว

    Excellent pair of talks, thanks

  • @GeoffreyMinez
    @GeoffreyMinez ปีที่แล้ว

    11:40 we can do the same things with function library blueprint, it is just a call of a static function

  • @450aday
    @450aday 5 ปีที่แล้ว

    Add some contents section to these things (ex. 1:00 something, 3:00 something etc...) so we can see whats in the long video.

  • @PabloSanchez-th5em
    @PabloSanchez-th5em 5 ปีที่แล้ว

    Amazing Talk by Sjoerd!

  • @markm4120
    @markm4120 5 ปีที่แล้ว

    Great stuff, so much useful information. Thanks!

  • @quackcharge
    @quackcharge ปีที่แล้ว

    holy hell did this help me... thanks a lot

  • @gabrielepardi5178
    @gabrielepardi5178 3 ปีที่แล้ว

    Thank you very much!

  • @Gonzakoable
    @Gonzakoable 5 ปีที่แล้ว +1

    About the casting, would the player referencing a parent BP class for any Interactible actor still load all the actors?

    • @Khalibloo
      @Khalibloo 5 ปีที่แล้ว +1

      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 ปีที่แล้ว

      No as I understand. This was covered right here on part 1:
      th-cam.com/video/j6mskTgL7kU/w-d-xo.html#t=46m05s

  • @eobet
    @eobet 5 ปีที่แล้ว

    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 ปีที่แล้ว +2

      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.

  • @khazaur
    @khazaur 5 ปีที่แล้ว

    Does blueprint nativization helps to improve those problems?

  • @lifei2short
    @lifei2short ปีที่แล้ว

    thanks you

  • @thenarrowbrushvideos
    @thenarrowbrushvideos 4 ปีที่แล้ว

    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?