Corrections: At 15:01 the my note note is slightly wrong, you can technically define a base blueprintnativeevent function in the top-level interface class, but you need to explicitly declare the function in the header to get it to compile. So in this example I needed to type: virtual void BP_BlueprintNativeEvent_Implementation(); in the header file, in the IMyCodeInterface class. Note: Something I forgot to mention about interfaces: a blueprint implementing your interface will not be castable to the IInterface (prefix I) version of the interface. You will need to check if the object->Implements() (notice prefix is U not I). And if it does, call UMyInterface::Execute_BP_BlueprintNativeEvent. At some point I'll try to make a video specializing on UInterface and the different things to know.
Not exactly VIM bindings. I went into the keyboard settings and set up my custom (which is ijkl, rather than hjkl like vim) (u/o=home/end). Have to hold left-alt and sometimes control (for jumping by word). So it allows me to kind of stay in edit mode but also navigate. It was quite a bit of time to set up, so if you do it yourself, probably want to export your settings file and check it in to git or something so you only have to do it once.
I just hit ctrl+alt+f11 in visual studio -- and it pulls up the live coding window and starts compiling. I did probably have my live coding window on another monitor, but I rarely use that live-coding window, other than to inspect if build passed/failed. I just the keybind to kick off the builds.
it would be create if you post out your code.I will take it as note in case I forgot something and I can have it as a reference.don't want to waste time taking note。
Corrections:
At 15:01 the my note note is slightly wrong, you can technically define a base blueprintnativeevent function in the top-level interface class, but you need to explicitly declare the function in the header to get it to compile. So in this example I needed to type:
virtual void BP_BlueprintNativeEvent_Implementation();
in the header file, in the IMyCodeInterface class.
Note: Something I forgot to mention about interfaces: a blueprint implementing your interface will not be castable to the IInterface (prefix I) version of the interface. You will need to check if the object->Implements() (notice prefix is U not I). And if it does, call UMyInterface::Execute_BP_BlueprintNativeEvent. At some point I'll try to make a video specializing on UInterface and the different things to know.
And so, I discover this amazing channel... what a gold mine. I have a lot of stuff to go through now, thanks for the homeworks.
Thank you omg. This is a great video explaining how all this works. Coming from only knowing blueprints to learning c++ this was really helpful.
Thank you so much!
Bro, you got vim key bindings in Visual Studio somehow?
Not exactly VIM bindings. I went into the keyboard settings and set up my custom (which is ijkl, rather than hjkl like vim) (u/o=home/end). Have to hold left-alt and sometimes control (for jumping by word). So it allows me to kind of stay in edit mode but also navigate.
It was quite a bit of time to set up, so if you do it yourself, probably want to export your settings file and check it in to git or something so you only have to do it once.
How do you open live coding menu from vs itself? or do you have the ue tab open but on a diff monitor and just tab out and then start it?
I just hit ctrl+alt+f11 in visual studio -- and it pulls up the live coding window and starts compiling.
I did probably have my live coding window on another monitor, but I rarely use that live-coding window, other than to inspect if build passed/failed. I just the keybind to kick off the builds.
it would be create if you post out your code.I will take it as note in case I forgot something and I can have it as a reference.don't want to waste time taking note。