Monday 24 August 2015

Week 4: Online Tutorials

Things Learnt From Tutorials 24 - 32

Blueprints:
- Visual scripting
- Uses nodes which have unique coding 
- Class blueprint is used for a self-contained actor

Level Blueprint:
- Right Clicking can be used as a short cut to call an event or add an actor
- Red line = boolean
- Blue line = integer
- White line = execution
- Green line = float
- Click Compile to update blueprint, then save

Toggling in a Level:
- Requires a proximity base relationship which can be created with a volume or a trigger volume
- You can see  the data move through the blueprint in real time
- Can delay an action using "Delay"
- To trigger you must add an event > Collision > OnActorBeginOverlap / OnActorEndOverlap

Creating a Class Blueprint:
- ALT + Click disconnects lines to nodes
- To create your own class blueprint, go to blueprints folder, Right Click > Blueprint, or Blueprints Tab > Class Blueprints:Create

Setting Up Initial Class Blueprint:
- 3 modes within the blueprint: Default, Components, and graph
- You can drag components from editor window directly into blueprint window

Adding Class Blueprint Functions:
- Construction script = active change in the editor 
- Event graph = changes in gameplay only
- When making blueprints you can reference your actor by selecting it under the "My Blueprint" panel
- Hold CTRL + drag a variable to "get"
- Hold ALT + drag a variable to "set"

Using Inputs to Control a Class Blueprint:
- If you "Unable Input" or "Disable Input" you must reference a player controller
- Tapping "C" key puts all selected nodes in to a comment box. This box can be moved and colour changed.


Software Comparison - 
The blueprints used in UE4 are similar to Grasshopper Scripting for Rhino. Both use visual scripting and have "nodes" that contain code. The way in which you add events or functions is similar and some parts of the user interface are also similar.

The way in which you can create class blueprints to be specific to an actor is interesting and will become very useful in the future. The customisation of those blueprints is also beneficial to creating a unique function.

No comments:

Post a Comment