How to use Blueprints across multiple Projects - BP Plugin Development Unreal Engine 5 Tutorial

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  • เผยแพร่เมื่อ 29 ก.ย. 2024

ความคิดเห็น • 41

  • @CobraCode
    @CobraCode  ปีที่แล้ว +7

    I wish I knew this sooner 😅

  • @YahyaDanboos
    @YahyaDanboos ปีที่แล้ว +4

    Yoooo!! I didn't know you can make plugins without coding 😲

  • @jomesias
    @jomesias 4 หลายเดือนก่อน +2

    Recently I had to create a c++ plugin to call the replay system. Apparently it’s only available in c++ so I had to bite the bullet, fortunately I figured it out.
    BUT THIS! being able to make plugins in Blueprints is just awesome! For reusing functionality, at least!!
    Thanks!!!

  • @tastysnak
    @tastysnak ปีที่แล้ว +3

    I think you just changed my entire workflow in one 5 minute video! 😅

  • @ScoutOW2
    @ScoutOW2 ปีที่แล้ว +2

    Woah! Nearly 10 years of using UE and i never knew this! Id just usually migrate and try to fix errors, usually having to manually re-write the macros!

  • @violentpixelation5486
    @violentpixelation5486 ปีที่แล้ว +2

    Super cool video. Big THANKS!!!!

  • @esotericgamedev
    @esotericgamedev 13 วันที่ผ่านมา

    Is there a clever way to make sure none of the references are broken when you package the plugin? Whenever I try to use the plugin in a new project sometimes things get left behind (like meshes)

  • @Suthriel
    @Suthriel ปีที่แล้ว +2

    Thats awesome, this will absolutely become very handy for many blueprints :)

  • @songoku2
    @songoku2 ปีที่แล้ว +2

    Good stuff, it's easier than I thought. I recently thought a lot about it since I like to make my code reusable but I was really hesitating between migration and plug-in. Thanks to you it's all clear now!

  • @InakiIrizarJauregui
    @InakiIrizarJauregui 5 หลายเดือนก่อน +1

    Hi! Good video, but I would like to know if you modify the plugin in one project if it is modified in all projects that I install it as the ones from the marketplace. Or because I'm copy-pasting it, it wouldn't affect the rest?

    • @CobraCode
      @CobraCode  5 หลายเดือนก่อน +2

      Hey, with this method it doesn't affect the rest and it depends on your workflow if that's something you want or not.
      Affecting all projects has the risk to break others if you make changes to the one you're working on, so you'll have to be careful with the changes you make.
      It is possible to set up using symbolic links or something like that though.

    • @jomesias
      @jomesias 4 หลายเดือนก่อน +1

      The people will need to update from the marketplace, after you upload the update.
      And locally, you’ll have to package again, and copy the package folder to the other project’s folder!
      The only issue you will have in the marketplace, is if you break compatibility (changing function parameters for example).
      The older version blueprint will break if that changes. Sometimes you will need it, just measure your impact and document how to fix it!!

  • @KnivesFrank
    @KnivesFrank ปีที่แล้ว +3

    Wow, I have actually never used this..
    But how is it different from just migrating needed BP to other game?

    • @songoku2
      @songoku2 ปีที่แล้ว +2

      You can install plug-ins directly in engine and enable it in project you want but idk if it's good to install plug-in in engine instead of project

    • @CobraCode
      @CobraCode  ปีที่แล้ว +2

      It's pretty similar to migrating, but I feel like this is a lot cleaner and more maintainable.
      Doing it as a plugin forces you to think of the parts in your game in a modular fashion, while if you just migrate stuff, your dependencies will be all over the place and hard to keep track off.
      This will also allow you to eventually share the plugin with others or maybe even put it up on the unreal engine marketplace if you've built something good enough at that point!

    • @CobraCode
      @CobraCode  ปีที่แล้ว

      Yeah that's something I also still need to do a bit more experimentation with.
      Not quite sure yet what the best workflow would be to continually improve your plugin while also using it in multiple games without creating dependency issues.
      I think if you install to engine, but then make changes to the plugin you need to be very careful not to break things in your projects.

    • @gamerdweebentertainment1616
      @gamerdweebentertainment1616 ปีที่แล้ว

      seems to be more convenient, but not sure... didn't like the word PASTE in project folder... :/ Maybe Will check it out, but point being is you sort of have a seperate folder where you keep your actor components for example, which then could be used in other projects. Neat... I'm doing the retard way and having multiple test/tutorial projects and then maybe will migrate, but I don't know. I'm really slow person :) Haven't even figured out my interaction method / interaction component. Will try to focus and solo it, know enough, every man uses different methods, which is annoying cause none of them explain, why they do it as they do... They just prefer it :) or it's expandable, yet then does something that isn't. Like using cast to third person character then I flip my table, figured out work around for that at least.

  • @ty1978
    @ty1978 8 หลายเดือนก่อน +1

    So could I do this with my third person character? It has had a lot of work put into it with custom idle, walk and run cycles, it has a flashlight, can crouch, has a camera boom (for a first person view) with custom camera shake and other bits and pieces

    • @CobraCode
      @CobraCode  8 หลายเดือนก่อน +1

      Yeah you certainly can!

    • @ty1978
      @ty1978 8 หลายเดือนก่อน +1

      @@CobraCode awesome, might have to give it a go later! My bp definitely has dependencies but hopefully I can whittle it down to the core aspects. I’m sure making a plugin like this will save so much time 👍🏻

  • @TheBubbajuju
    @TheBubbajuju 6 หลายเดือนก่อน +1

    Thank you.

  • @achreftlemsani
    @achreftlemsani หลายเดือนก่อน

    can i use plugin contains contents only (WBPs & Enums &Structs) in older Engine versions ? ,
    because i am using Unreal 5.3 And i Want To Distribute the plugin on marketplace

    • @CobraCode
      @CobraCode  หลายเดือนก่อน +1

      There's a lot of rules and restrictions when it comes to the marketplace, you probably wanna read through their documentation.
      You can generally package every plugin for the version of UE you created it in AND for newer versions.
      I'm not quite sure if you can backport a plugin though.

  • @lucascavallari8489
    @lucascavallari8489 11 หลายเดือนก่อน +1

    There is a node I am creating that I wish to turn into a plugin, do I first need to turn it into a blueprint? If so, what kind of blueprint? It is a collection of fuctions inside another, but I'd rather not turn it into a function library. I'm using only blueprints yet. Also, is it really needed to create a new project just for the plugins? And do they stay private or are uploaded?

    • @CobraCode
      @CobraCode  11 หลายเดือนก่อน +1

      Hey it really depends on what it is and how you want it to work.
      Usually you'd either use a Blueprint Actor, an Actor Component or a Blueprint Function Library.
      You don't necessarily have to create a new project. You can just develop your plugins alongside your game.
      Just gotta make sure not to let things get messy.
      Any plugin you create is just local and private, nothing will be uploaded unless you explicitly register it on the unreal engine marketplace.

    • @lucascavallari8489
      @lucascavallari8489 11 หลายเดือนก่อน

      Thank you for the reply! I transferred all the nodes to an actor instead of function, and begun the plugin, do I have to cast to it in order to use? If so, which would be the object if they don’t have any relation?

    • @CobraCode
      @CobraCode  11 หลายเดือนก่อน +1

      With things like this you want to keep the cast as generic as possible or maybe make an interface that comes together with the plugin that actors can implement which wanna use this functionality. Casting to something like Character is fine since that comes with unreal engine. You shouldn't cast to something like a custom blueprint though.@@lucascavallari8489

    • @lucascavallari8489
      @lucascavallari8489 11 หลายเดือนก่อน

      Thank you for clarifying, how to implement that functionality that you mentioned?

  • @stormsowards1318
    @stormsowards1318 6 หลายเดือนก่อน

    I tried this and there was nothing in the folder in my project after restarting. The plugin was active but no content was in the folder.

    • @dhruvgupta7926
      @dhruvgupta7926 2 หลายเดือนก่อน

      Yup, i’m facing the exact same issue

  • @ydvisual5530
    @ydvisual5530 7 หลายเดือนก่อน +1

    Thanks - learned a lot !

  • @bastian.urra_
    @bastian.urra_ ปีที่แล้ว +1

    Thank u, I really need this 🙏🙏

  • @KillerDudeT19
    @KillerDudeT19 3 หลายเดือนก่อน

    This work with materials?

    • @CobraCode
      @CobraCode  3 หลายเดือนก่อน +1

      Yeah, should also work with materials just the same

  • @DailyPaily
    @DailyPaily ปีที่แล้ว

    from ue4 to 5 i guess it need to transform all shadows etc

  • @Lootboy3000
    @Lootboy3000 7 หลายเดือนก่อน

    bro nice video but it would be nice to know why you do some of these steps

    • @CobraCode
      @CobraCode  7 หลายเดือนก่อน

      Hey, what exactly wasn't clear?
      Maybe I can explain it now

    • @Lootboy3000
      @Lootboy3000 7 หลายเดือนก่อน +1

      i think its my fold im a big noob .... I didn't even know what a vector was and ask me why you are doing this... and i only want my first person movement in another projekt :D @@CobraCode

    • @CobraCode
      @CobraCode  7 หลายเดือนก่อน

      @@Lootboy3000
      Oh I see.
      Yeah, sorry but the point of this video is how to make a plugin and I have to make certain assumptions.
      If I cover vectors and completely unrelated things the video is gonna be way too long and miss the point of what I'm trying to teach.
      So this one might be a bit too advanced for you at this point in time.

  • @bumbum2054
    @bumbum2054 ปีที่แล้ว +1

    Hi, First I want to congratulate you for doing such a good job of explaining and making the best tutorials for unreal engine, I was inspired by you to start working on a 2d game , I encountered an issue and I saw on internet a lot of people struggling to understand how to control 2 characters with only one keyboard in UE5 (is only local multiplayer), it will be much apricated if you want to create a tutorial for this issue ,and if you don't want to create a tutorial can you leave at this message a comment on how is the best way to do it, pleas, and thank you for all of your work so far.

    • @CobraCode
      @CobraCode  ปีที่แล้ว

      Hey, thanks for the kind words!
      I am familiar with this issue, but never had to implement it in one of my games, so I can't give concrete advice.
      One dirty way of going about it would be to 'tunnel' your inputs through player one and basically have player 1 be the puppet master of player 2 kind of like this video shows.
      th-cam.com/video/6LHp5BiZNWA/w-d-xo.html
      (Definitely don't use Get all Actors of class on the input event like he does here. Just save a reference to player 2 on begin play)