Mastering Blueprints Part 4 - Structuring Actors

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  • เผยแพร่เมื่อ 28 ก.ย. 2024
  • Today I show why we need to think about how we structure our actors, mainly with parent/child relationships. Sorry for the rambling :)
    Deeper Tutorial on Parent/Child relationships : • UE4 With Casey - Paren...

ความคิดเห็น • 25

  • @seansanderson
    @seansanderson 8 วันที่ผ่านมา

    Just what I needed. Great explanation of why I need components. Thanks Casey

  • @AlexTuduran
    @AlexTuduran 3 ปีที่แล้ว +2

    Great video, straight to the point. Since your video encourages re-usability and flexibility, I would go further and as a design pattern, in this particular case instead of sticking function TakeDamage and var Health directly to the enemy, I would create an interface - perhaps IDamageable - that the base enemy implements, so that if we need to create other type of actors that are not enemy, but still subject to taking damage, implementing the IDamageable would be an elegant solution, especially if those actors already inherit from something else and cannot inherit from BaseEnemy. And perhaps instead of Health, these actors could use a different model to structure their "damage" (maybe a car would have a variable actually called Damage).
    So, by creating an IDamageable interface we basically state to an actor "I don't care if you're an enemy or a car or anything else. As long as you can take damage (hence implement IDamageable), take it and manifest in your own way (an enemy derived from BaseEnemy will decrease its inherited Health, but a vehicle would increase its inherited Damage).".

  • @BM_100
    @BM_100 3 ปีที่แล้ว

    Casey, I really appreciate these Blueprints tutorials. Because of them I was finally able to make my first beginner third person controller for my 4 legged animal (cats and dogs). Thanks! If you plan on making a more thorough to intermediate blueprints course, teaching us how to build things ourselves logically from scratch without relying on other peoples' tutorials that would be awesome!!!! I would buy it.

  • @elfideorubio1308
    @elfideorubio1308 5 ปีที่แล้ว +1

    Man your tutorials are so good, they are clean the explanations are on point and you take a lot of consideration on performance , truly one of the best, scratch that THE BEST youtube channel for learning UE4

  • @johanverm90
    @johanverm90 2 ปีที่แล้ว

    Perfect tutorials . Hope to see more soon ..Thanks a lot and have a nice day..

  • @Rijayokano
    @Rijayokano 5 ปีที่แล้ว +2

    Great videos Casey, your way to explain things is very clean and understsndable. Keep doing it, your are very good!!

  • @4nth365
    @4nth365 5 ปีที่แล้ว +6

    one of the most useful channels on unreal blueprint stuff I have ever seen. Thank u so much bro

  • @fish3010
    @fish3010 3 ปีที่แล้ว

    This is great. Why did you stop with the series?

  • @Mdogg2005
    @Mdogg2005 2 ปีที่แล้ว

    At around 8:45 you talk about the door vs window example. Instead of a BaseOpenable class, could you not just have two separate BP actors that inherit an "Interact" interface that would call the door's separate "Open" function and window's "Open" function respectively? In the event that the functions are not identical (ie: opening a door rotates it 90 degrees and opening a window actually raises the transform in the Y direction), is this not the way to go?

    • @ue4withcasey391
      @ue4withcasey391  2 ปีที่แล้ว

      It depends on how you want to structure your code. Both work just fine. In the parent-child style, the child can still override the parent function with unique code.
      As time goes on, I find myself using interfaces more and more. However, in places where code is reused I would still use parent-child.

  • @stefanrichter7415
    @stefanrichter7415 4 ปีที่แล้ว

    Could you add this to the Playlist? Nice Vid :)

  • @monkeyrobotsinc.9875
    @monkeyrobotsinc.9875 3 ปีที่แล้ว +1

    Not very good tutorials. Too convoluted. Not very simple. Bad examples. Too much rambling. Too hyper.

  • @espada9973
    @espada9973 5 ปีที่แล้ว +2

    Coming from Java I have used this way of thinking and I'd love to structure my projects like that, but it's really hard to do that when you don't know what type of blueprint or any other of UE4 function to use in a specific place.
    The concept is there, I was looking for someone who's using it and can go deeper so I can learn how to use it in UE4. I'm sure the information is out there but I wish everyone was as good and clear at explaining as you are. Just keep doing these please!

  • @HaykapSupays
    @HaykapSupays 2 ปีที่แล้ว

    You are really good explaining stuff, even stuff that I already knew, gets more clear after you explain. I hope you get back to make tutorial, for Unreal 5 maybe? Thanks a lot!

  • @solzy6495
    @solzy6495 4 ปีที่แล้ว

    11:00 for some reason I can't see the plus sign. any idea? prnt.sc/uoltew

  • @anthonymalagutti3517
    @anthonymalagutti3517 3 ปีที่แล้ว

    awesome and so clear ! thx for all these vids

  • @Vibe_King01
    @Vibe_King01 3 ปีที่แล้ว

    Wow this is really awesome, so far this is the best tutorial video I've ever followed and understood it to the core.
    But I'll love it more if you make videos on collusion detection and physics.
    Thanks so much and more grace.

  • @IllyasArt
    @IllyasArt 5 ปีที่แล้ว

    Could you do a video on animation? Like making an enemy move, attack or having a character aim? please :3 (Couldn't really find any tutorials on how to do it that explain it as well as you do oof)

  • @Electronic_Boyscout
    @Electronic_Boyscout 5 ปีที่แล้ว

    I would love to know how to make a Globe shaped or even a rounded shaped terrain for UE4 similar to animal crossing. I'm always told you cant from peers and I don't believe them. Sure I understand I would need to make a mesh elsewhere and import it but how do I change the direction of gravity?

    • @ue4withcasey391
      @ue4withcasey391  5 ปีที่แล้ว

      www.unrealengine.com/marketplace/en-US/directional-planet-gravity

    • @ue4withcasey391
      @ue4withcasey391  5 ปีที่แล้ว

      I have no idea the limitations of that, but it's the first implementation I've seen

    • @Electronic_Boyscout
      @Electronic_Boyscout 5 ปีที่แล้ว +2

      @@ue4withcasey391 Ill have a look at it. BTW great work. I got more out of your videos then my 18 months of school so far. Thank You!

  • @WilliansBenites
    @WilliansBenites 5 ปีที่แล้ว

    a consultation .. a tutorial of how to make a system of saved as well as resident evil that in each level has a typewriter and is saved all the progress of the game ... knows how to do it

    • @IllyasArt
      @IllyasArt 5 ปีที่แล้ว

      The typewriter is just a visual (Think save points in RPG's) the real work would be the actual saving of variables (Or whatever you want to save. Health, Items, collectables, etc) the rest is just set dressing.