Blueprints Introducción

Core C++ features/concepts cupporting BP

Inheritance: event/functions/var, framework (actor>gameMode>controller (playerController, ai controller...), pawn (), gameState ()...) Replication: framework Function libraries

Optimal data features

Data table, Data assets, Curves

Core features of BP

Components: static mesh, pointlight, emitter, audio... EventGrpah: replication, timeline, variable, function, macro, event displatcher, variables Construction script: replication, timeline, variable, function, macro, event displatcher, variables

Additional feautres

Child actors: include another BP actor (example of the game that define 1 blueprint key and assign to doors, bridge buttoms...):(style="background-color:#c8a46d"): blueprint components: editor bluprint scripting (editor utility widget, action utility, editor object) Function libraries: Macro libraries:

Part of the engine using BP

Actor blueprint, Level blueprint (level unique functionality), Anim blueprint, Sequencer, UMG, Niagara, Variant manager

Blueprint communication

Direct references, Casting. Interfaces, C++, Event dispatcher (callable and bindable)

Performance and debugging tools

FrontEnd, Stats: stat game, Blueprint debugger, Logic visualizer, Blueprint watcher Visual Logger: visual logger tab while play:(style="background-color:#c0c000"): Automated testing:

Advice

Everyone should master BP Reference and comment Ticking most common cause of performance losses Blueprint diff (branching case or somenthing like that) Splitting functionality is the best way to team up Casting and referencing strategy

Última actualización

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