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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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!
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.
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!
Thank you so much for the kind words! Im so happy to be of help :)
Big thank you for your tutorials, amazing work. You help me a lot to understand UE.
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.
Great tutorial. Thank you very much!👍
Welcome back great teacher ❤❤
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?
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?
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?
My character just turns dark gray for some reason lol I edited the mat values too.
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? 🤣
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! :)
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,,,,,,
i came here looking for C++ help and was disappointed