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
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