UE4 Tutorial: Interfaces

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  • เผยแพร่เมื่อ 20 ต.ค. 2024
  • Learn about Interfaces in Unreal Engine including setup, usage, and best practices. Topics covered: Blueprint scripting, Interface calls.
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ความคิดเห็น • 16

  • @HeathJinkins
    @HeathJinkins 3 ปีที่แล้ว +6

    I've been stuck in casting hell for the past few days, and I think this is exactly what I need. Thank you so much man, you're such a help to the community!

  • @dustdevilgames
    @dustdevilgames 3 ปีที่แล้ว +2

    I've been using Interfaces for years in C++ and Java. It's great to see they're available in Blueprints and how to use them.

  • @joannelecocq765
    @joannelecocq765 ปีที่แล้ว +1

    Excellent tutorial! I've been trying for about 2 hours to figure out how Mathew Wadstein got that node as it wasn't explained in his "Your First Hour in UMG" tutorial. You've saved me a lot of time! I will definitely Subscribe to your channel!

    • @underscore00
      @underscore00  ปีที่แล้ว

      Thank you so much for the kind words! Im so happy to be of help :)

  • @image4546
    @image4546 3 ปีที่แล้ว +1

    Big thank you for your tutorials, amazing work. You help me a lot to understand UE.

  • @GeerHedVR
    @GeerHedVR 3 ปีที่แล้ว +2

    Casting to and from blueprints is something I'm struggling with daily. It's that dang object pin. For some reason it rejects whatever I put there, and I'm like.. but.. Isn't the name of what I'm casting to attached to the stupid node in the first place? Why do I need a specific object listing? And when I do, how do I know what to put there.. very confusing to me. But I'm new to all of this. Thanks for the video.

  • @Studio_Beats
    @Studio_Beats ปีที่แล้ว

    Great tutorial. Thank you very much!👍

  • @lk_studio1
    @lk_studio1 3 ปีที่แล้ว +1

    Welcome back great teacher ❤❤

  • @Legend64Project
    @Legend64Project 2 ปีที่แล้ว

    Is it possible to get these booleans to work universally across a range of different blueprints? I have a collision that I would like to affect a bunch of different actors at once. Am I missing something here?

  • @agathayu
    @agathayu 3 ปีที่แล้ว +2

    Thanks so much for making these videos. This is probably too basic question: when is the right time to use an event vs a function? do we use function so that when BP #1 calls a interface function in BP#2, BP#1 can get the return value from BP#2
    also what's the difference between Interface Call vs Message?

  • @darrylmorin7112
    @darrylmorin7112 ปีที่แล้ว

    Im still looking for better example of interfaces using booleans, i have a press bottom to purchase in a widget, and another widget using boolean inventory. Im guessing a boolean loop for before and after pressing buy button. could you help with that?

  • @LegitLord2000
    @LegitLord2000 2 ปีที่แล้ว

    My character just turns dark gray for some reason lol I edited the mat values too.

  • @coolnamesTV
    @coolnamesTV 3 ปีที่แล้ว +1

    Hey dude great video, appreciate it!
    if I am understanding correctly:
    Interfaces allow a single event/function call to be fired off that can run unique code inside each/any of the Interface Implemented BPs?
    In your example in the video, could you have done the following:
    * Player Character and Cube have Interface implemented
    * Inside Third Person BP, Interface Event named "X" makes player jump
    * Inside CubeBP, the same Interface Event named "X" turns material red
    * Player steps in triggerbox
    -> the triggerbox fires off the Interface Event named "X"
    -> Player Jumps
    -> Cube turns red
    Is that the gist? 🤣

    • @underscore00
      @underscore00  3 ปีที่แล้ว +3

      Thanks for watching! You're exactly right, except the overlap event would only trigger Event X on the Player Pawn, unless you also plugged in a Cube_BP reference to the interface call's 'target' input, as the node will call the event only on actors that it is targeting.
      I hope that helps! :)

  • @andresestevez2701
    @andresestevez2701 2 ปีที่แล้ว

    mas o menos, dispatchers me parece mejor, el problema que encuentro es a la hora de definir un target, no siempre esta presente otro actor,...es casi igual que hacer cast, el target es el problema, evento despachador me parece mejo, un problema a si tuve con interfaz ui y una clase pawn, no sabia como crj llamar a pawn desde ui interfaz, no se podía el target para clase pawn, por suerte esta el despachador todo lo puede,,,,,,

  • @Nanakoglasgow
    @Nanakoglasgow ปีที่แล้ว

    i came here looking for C++ help and was disappointed