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Blueprints In-depth - Part 1 | Unreal Fest Europe 2019 | Unreal Engine 

Unreal Engine
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In this presentation from Unreal Fest Europe 2019, Epic's Sjoerd de Jong offers an in-depth look into Blueprints. Best practices, dos and dont's, and recommendations on how to utilize Blueprints to its full potential.
During this advanced class we will go into how to use Blueprints in a future proof and scalable way. We will look into how to collaborate on Blueprints within a team and how to integrate a C++ and Blueprints workflow with each other while providing recommendations regarding Blueprints compilation, run-time performance, and its impact on memory.
Learn more about Unreal Engine at www.unrealengine.com

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27 июл 2024

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Комментарии : 83   
@MrSmith01
@MrSmith01 5 лет назад
Epic team, I just want you to know that you guys are totally cool and awesome. May the force be with you!
@UnrealEngine
@UnrealEngine 5 лет назад
We want you to know that you are totally cool and awesome also!
@yashmunankarmy4528
@yashmunankarmy4528 3 года назад
hows your back sir? how you not don UFC and doing videogame thinggy
@ChimpoTalksGaming
@ChimpoTalksGaming 3 года назад
*flying knee*
@mishikokenkebashvili879
@mishikokenkebashvili879 3 года назад
Ben asscream!
@CinematographyDatabase
@CinematographyDatabase 5 лет назад
I learned so much watching this that I didn't know. It's dangerous how much I don't know. But now I know this. Know Now Now Know.
@Deck_Dynasty
@Deck_Dynasty 4 года назад
Now now know no know?
@TrojanLube69
@TrojanLube69 3 года назад
KAKAROTO?
@suprflcn
@suprflcn 3 года назад
Donald Rumsfeld, is that you?
@SoyalicSinan
@SoyalicSinan 5 лет назад
One of the best talks. I especially love the "Door opening" part 12:30.
@VictorBurgosGames
@VictorBurgosGames 5 лет назад
Great talk. A lot of it I already knew, some of it was a good refresher. Keep these events/talks/videos coming! Especially more C++/BP Combos
@AthosSampaio
@AthosSampaio 5 лет назад
I've seen good talks with him before, only now I realized he is Hourences! Hehehe. Because he talked about his game, of course. One of the best talks on blueprints. Thanks for that.
@cosmotect
@cosmotect 4 года назад
Blueprints are AMAZING, I only had overall basic understanding of how code should work, and with just that and some short tutorials I learned to use BP's enough to create a game after 2 months of using them! Now I am here to learn how to use them correctly!
@abludungeonmaster5817
@abludungeonmaster5817 5 лет назад
Great talk. Should be highlighted on Unreal academy page.
@scaredyfish
@scaredyfish 4 года назад
Absolutely. I only found this because Sjoerd mentioned it in another video. Everything should be available in one place, instead of split between RU-vid and the learning portal.
@unreolog8699
@unreolog8699 3 года назад
Thanks, Sjoerd! Your presentation was very helpful as I expected (and fun too!)
@adamkareem
@adamkareem 5 лет назад
I really liked this talk. Very helpful, especially the bit about performance of c++ vs BP and when to use tick / timelines
@Novalmauge
@Novalmauge 5 лет назад
I am coming into game development with some background in C++, I was fiddling around learning, but this video was exactly what I needed.
@3g9UbImZWLxSYFZjHyP0Pw
@3g9UbImZWLxSYFZjHyP0Pw 2 года назад
this is by far the best intro to blueprint video i've ever seen. of course for someone with a programming background. thanks for this! kudos to you. :)
@communistpropagandist4608
@communistpropagandist4608 4 года назад
Incredibly useful and efficient talk. I learnt so much that was immediately useful. Thanks.
@wedge_one
@wedge_one 5 лет назад
man, this is hourences! played so many of his maps for UT, UT2004, etc! truly a legend from the community!
@chickeninabox
@chickeninabox 4 года назад
You should make games.
@coolnamesTV
@coolnamesTV 5 лет назад
This is so awesome. I learned a ton and probably saved me countless hours of work. Thank you so much.
@EliasWick
@EliasWick 5 лет назад
This is a wonderful talk. Thank you Sjoerd!
@SierraSierraFoxtrot
@SierraSierraFoxtrot 4 года назад
I've not even started programming with BP but this is already useful.
@monles2352
@monles2352 3 года назад
I'm so grateful to watch this at the beginning of learning blueprints
@benjaminnossin9853
@benjaminnossin9853 3 года назад
Good luck then, same for me I am just starting UE4 and blueprints !
@saeedzamani1503
@saeedzamani1503 Месяц назад
The last part is really important! wish I could know this at the first day I started learning unreal engine
@milo20060
@milo20060 3 года назад
Very nice
@auireming8905
@auireming8905 5 лет назад
YESSS more from Sjoerd
@NotSoAccurate
@NotSoAccurate 4 года назад
I don't know how I missed this a year ago because damn I needed it then and it's still good now.
@asdrofllmao
@asdrofllmao 4 месяца назад
Fantastic talk, much appreciated.
@sebastianvonhohenberg729
@sebastianvonhohenberg729 5 лет назад
Thanks. This is so epic. 👍
@metafuel
@metafuel 4 года назад
Excellent . Thank you.
@gabrielepardi5178
@gabrielepardi5178 3 года назад
Thank you very much: clear and straight to the point. A bit afraid for my project but anyway...
@user-rd6uc2sf6i
@user-rd6uc2sf6i 4 года назад
this guy is awesome thank you for this talk
@CASMANWHAT
@CASMANWHAT 4 года назад
ok 10th time trying this in my lifetime but this year is the one. 2020 LET'S GOOOOO!!!!!!!
@nickdaniel9699
@nickdaniel9699 3 года назад
As a complete novice, what I got from this was *NO TICK T I C K B A D*
@mesyrion
@mesyrion Год назад
26:15 "If a BP doesn't actually use ticking in this graph, turning of ticking in the properies won't make a difference" I dont think thats actually true, I had 4k BPs on my map without anything in the tick event but I still got a small performance boost after disabling it.
@mohammadsaleh6615
@mohammadsaleh6615 3 года назад
this 28:58 is the most important part for me,, amazing
@GAMINGBLAZE
@GAMINGBLAZE 3 года назад
Musics for sleep don't work this well. This guy is amazing
@malinroot
@malinroot 3 года назад
Very cool 👍👍👍👍👍👍👍👍👍👍
@Zumito
@Zumito 3 года назад
yo tengo un problema, al utilizar stat game o stat scenerendering, los fps caen mucho y empieza a contar mal los milisegundos, como si el cuadro de stat game o stat rendering consumieran demasiado, como puedo perfilar sin que la propia herramienta de perfilado afecte considerablemente a los numeros?
@NinjaThug
@NinjaThug 3 года назад
04:59 That's actually hilarious! XD
@lifei2short
@lifei2short Год назад
thanks you
@CG-Game
@CG-Game 2 года назад
Hi can you tell me how to deploy Pivot via blueprints?
@terraint3697
@terraint3697 5 лет назад
Epic!
@Gonzakoable
@Gonzakoable 5 лет назад
Games!
@Gonzakoable
@Gonzakoable 5 лет назад
Where's the "how to make a door" tutorial?
@blackcatpirates8134
@blackcatpirates8134 4 года назад
It's a secret 🤫
@vaibhavbalooni5730
@vaibhavbalooni5730 3 года назад
First download some ram.
@shpadoinklejoe
@shpadoinklejoe Год назад
Which file do I put the "[/Script/Engine.Blueprint] bRecompileOnLoad=false" in?
@Mittzys
@Mittzys Год назад
Discovering the reference tree and size map as dread sets in extremely fast
@Chillingworth
@Chillingworth 5 лет назад
wish they posted the slides
@tomaspecha4371
@tomaspecha4371 2 года назад
Can anyone help with blueprints to set score as an objective ? Any advise or eu documents will helpful thank you
@jgharding2
@jgharding2 5 лет назад
Brilliant, thanks! so GetAllActorsOfClass is expensive? What are the alternatives?
@JohnVanderZwet
@JohnVanderZwet 5 лет назад
Sometimes it's necessary, but don't call it frequently. Cache the results into an array or you could even have the class add itself into an array on begin play.
@jgharding2
@jgharding2 5 лет назад
@@JohnVanderZwet ah i see, so call the actors of class on occasion to populate the array, then just call the array until you need to re-get the acors
@rein556
@rein556 2 года назад
I love Epic Games! They are the wisest video game company! also they think about indie-dev instead of just taking money like unity.
@CherylynnLima
@CherylynnLima 3 месяца назад
at 51:00, how do i add this code??
@Endiversum
@Endiversum 4 года назад
How to compile Blueprints?
@minthu6955
@minthu6955 2 года назад
by the way, in order to play a game, I think we need only a few button.What else?
@kingades1013
@kingades1013 2 года назад
11:55 12:43 15:30 15:52 23:31 24:51
@troyhayder6986
@troyhayder6986 2 года назад
Input events should be separated into press down and release... Its done that way for a reason in other programs... Your press functions as a down.. To turn it into a press I have to add a do once.. But then I've got no down input.. And do once is obviously broken.. Once is once ever, unless I the programmer reset it.. The word once implies that it only happens once.. But I've noticed your do once auto resets itself without my help...
@jorhoto7064
@jorhoto7064 5 лет назад
Still 0 dislikes? The Unity guy didn't find this video yet :D
@Absovec
@Absovec 3 года назад
Only if I could give like to those videos every single time I need help...
@Deck_Dynasty
@Deck_Dynasty 4 года назад
If you're using soft object references in a multiplayer game, and an object becomes net relevant before an asset is manually loaded, will the game crash? What's a good way to design around this? To explain in more detail, let's say for example you have an RPG with hundreds of items and creatures. You don't want them all loaded at startup, so you use soft object references. Now let's say you're running through the world and come near (within net relevancy of) a player wearing an item you haven't manually loaded. Does your game crash? He doesn't explain a solution.
@pencilgun4934
@pencilgun4934 4 года назад
I always knew the yellow brick door is real :-)
@WOLFPACKED
@WOLFPACKED 4 года назад
45:00 I solved this with soft references
@puprepare4082
@puprepare4082 5 лет назад
Please add more functionality to blueprints, Like C++
@Zeriel00
@Zeriel00 2 года назад
Is this guy the villain from Robocop? :p
@Amipotsophspond
@Amipotsophspond 3 года назад
12:59 where he decided to simply copy the class was the start of the problem. this is when redesign of both regular door double door should have started. ask what do regular door and double door have in common, make a new door parent class to hold all the things they have in common, then a new regular door and a new double door inherent from door. 13:10 with each door sub class should look at if the features they are adding should be migrated to the door parent class. some parts of the door and its sub classes should be private that are the internal workings of the door(retract the latch), and other parts should be public (turn the handle). the player object needs to say to the door I am turning the handle to 180 degrees, the door should handle the turning at 90 degrees it should retract the latch at 120 it should stop turning to not break the handle. I am new to blueprints language and I don't know if the blueprints language has something like C++'s private, protected, and public, but even languages that don't have private, protected, and public, like python you can still do things by naming such as __ and _ to say. the user of this class this mostly should not have to worry about these things. every thing from 14:00 to 15:00 can be solved with making standardized access points, for the door API so those that deal with the door don't need to know about the internal workings of the door library. 15:17 doing that is not wrong, the wrong part was when someone tried to reuse that code by copying and pasting, over abstraction.
@evanlane1690
@evanlane1690 3 года назад
Good talk, but he spent so much of his time apologizing for his examples being examples that he lost time that could have been used for more info. Loved the talk despite that one small thing.
@springcar
@springcar Год назад
Hey Creators and who needs teaming :) can you tip us, Are you showing at youtube etc your gameDeaign idea and music backtracks or vocals you working on, and how you search teaming to CO-work , online? Hmmmm Have to say Great Element that music and Games creating in our life :) myself i create exciting to action driving Beats
@minthu6955
@minthu6955 2 года назад
accountant
@fft2020
@fft2020 3 года назад
You dont learn anything by clicking around in new UE4... as soon as you move the mouse an error message will appear
@Anublack81
@Anublack81 5 лет назад
So I thought all the time because themselves on other videos said, any time you spawn an actor, let's say a projectile, it should be destroyed, otherwise will stay in world, imagine how many projectiles you shoot in your game. According to garbage collection, that's not the solution at all coz it stays in memory. And unloading level streaming also won't be removed from memory. So much misinformation, on some videos they say do this, but others say do this that is totally contradictory. Come on get real, if you want us to do something serious, be serious with information you give.
@Anublack81
@Anublack81 5 лет назад
@@bezoro2008 That's what I meant, you just said it: "don't use SpawnActor() and Destroy() for things such as projectiles fired quickly in succession, that is incredibly wasteful, use a pooling system". I said just an example: spawn projectiles. What about Spawning AI, other actors such traps, items, etc. We just can't hide them all to pretend they're destroyed. And we have been taught all time that's the way it should be handle. And all that goes to GC. Sound too easy but it Doesn't. Cheap trick.
@Deck_Dynasty
@Deck_Dynasty 4 года назад
@@Anublack81 You use a pooling system for a different reason. It's because there's a cpu overhead to spawning and destroying objects (gc helps with memory overhead, not cpu overhead). So you pool things like bullets so they're always referenced in the world, specifically and intentionally the opposite of using gc. So as you see, sometimes opposite approaches are required, and it all depends on what you're trying to use the engine to achieve.
@GuilhermeGomes2
@GuilhermeGomes2 Год назад
25:46 God bless you
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