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
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
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
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
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++....
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.
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?
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.
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?
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
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
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
Hands down the most useful talk I have seen so far.
Amazing presentation it's helpful, thank you for sharing this material :)
also you can valid a variable by doing right click on it and Validate .
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!
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
Epic! Loved part 1 and ready to watch this second video!
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++....
Thank`s. Ready to takes notes about the second part.
Excellent pair of talks, thanks
11:40 we can do the same things with function library blueprint, it is just a call of a static function
Add some contents section to these things (ex. 1:00 something, 3:00 something etc...) so we can see whats in the long video.
Amazing Talk by Sjoerd!
Great stuff, so much useful information. Thanks!
holy hell did this help me... thanks a lot
Thank you very much!
About the casting, would the player referencing a parent BP class for any Interactible actor still load all the actors?
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.
No as I understand. This was covered right here on part 1:
th-cam.com/video/j6mskTgL7kU/w-d-xo.html#t=46m05s
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?
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.
Does blueprint nativization helps to improve those problems?
thanks you
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?