I think what you're saying is this is a quicker way to reuse logic, in this case logic to get an AI character to do various "behaviors". It would seem that that these components or at least the functions could be applied to various AI characters. As you say your tutorials help one to understand other tutorials. I happen to follow closely a few other creators who have a similar mission to yours. It always nice to see ways of possibly improving existing projects. One suggestion for what it's worth, (and for the record this is the first of your tutorials that I came across}: I have followed and completed a lenthy tutorial that put all of these, or similar, game logic sections, into one presentation that explains through the logic the entire process of creating a 3rd person shooter with AI enemies. It's very good. But why I mention that here, is simply that seeing how it all fits together, for me as a beginner, has propelled my learning considerable. I study it and can understand other creators approaches to segments of a game. Since your audience seems to beginners perhaps that would be helpful to them. I'm good myself and can use your really great tutorials but having benefited so much from seeing the whole picture I just, out of respect, for what you are doing here, am thowing in "my two cents". But it is most respectfully and gratefully submitted.
Thanks for this comment. I have crafted these videos to all be complete, use mostly free game assets, introduce primary variables or nodes and how they relate in order to help with learning. As far as the reuse logic you are correct. But remember Functions can only be reused in its own blue print, Components can be reused in multiple blueprints. That's key difference.
Honestly my knowledge of C++ is limited. But perhaps in a future video I could go over vital times when C++ must be used over blueprints. I still have more to learn on C++. Thanks for watching the video.
I think what you're saying is this is a quicker way to reuse logic, in this case logic to get an AI character to do various "behaviors". It would seem that that these components or at least the functions could be applied to various AI characters. As you say your tutorials help one to understand other tutorials. I happen to follow closely a few other creators who have a similar mission to yours. It always nice to see ways of possibly improving existing projects. One suggestion for what it's worth, (and for the record this is the first of your tutorials that I came across}: I have followed and completed a lenthy tutorial that put all of these, or similar, game logic sections, into one presentation that explains through the logic the entire process of creating a 3rd person shooter with AI enemies. It's very good. But why I mention that here, is simply that seeing how it all fits together, for me as a beginner, has propelled my learning considerable. I study it and can understand other creators approaches to segments of a game. Since your audience seems to beginners perhaps that would be helpful to them. I'm good myself and can use your really great tutorials but having benefited so much from seeing the whole picture I just, out of respect, for what you are doing here, am thowing in "my two cents". But it is most respectfully and gratefully submitted.
Thanks for this comment. I have crafted these videos to all be complete, use mostly free game assets, introduce primary variables or nodes and how they relate in order to help with learning. As far as the reuse logic you are correct. But remember Functions can only be reused in its own blue print, Components can be reused in multiple blueprints. That's key difference.
Great explanations. Will you also touch C++?
Honestly my knowledge of C++ is limited. But perhaps in a future video I could go over vital times when C++ must be used over blueprints. I still have more to learn on C++. Thanks for watching the video.