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Unreal Engine - Casting and Interfaces Explained 

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13 сен 2024

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Комментарии : 158   
@rajeshterofer
@rajeshterofer 3 года назад
Wow, finally someone explained WHY and WHERE interfaces are useful. Most tutorials they say HOW to use interfaces and Castings. Keep up this good work and do more detailed tutorials with cat as an example.
@ReidsChannel
@ReidsChannel 3 года назад
lol so many comments about the cat
@RedStallion2000
@RedStallion2000 3 года назад
@@ReidsChannel Maybe they should be renamed "Catstings" :P
@Kitandroo
@Kitandroo 2 года назад
@@ReidsChannel Any chance you could do interfaces vs components? I can use them the same way for my status effect system, but not sure if there's some big advantage to either.
@TheBaquajean
@TheBaquajean 2 года назад
@@ReidsChannelThe cat was a nice touch to entire thing :D
@SpiffyCS
@SpiffyCS 3 года назад
The cat must be an addition to all future tutorials. It is something we didn’t know we needed.
@brycerothschadl
@brycerothschadl 3 года назад
Man, I think I'm in love with you. Don't tell my girlfriend. Learning **why** something is good is so much better than just seeing how to do something. As a UE beginner, this channel is amazing.
@ReidsChannel
@ReidsChannel 3 года назад
@RedStallion2000
@RedStallion2000 3 года назад
Knowing why things work definitely helps me retain the info.
@RobinDale50
@RobinDale50 3 года назад
"Learning *why* something is good is so much better than just seeing how to do something." This x1000. This is why I like this channel, Ryan Laley, Matt Apsland, et al. They go into how and why things work so you can understand how to best utilize it, and troubleshoot/debug when needed.
@50shadesofskittles9
@50shadesofskittles9 2 года назад
fucking dead right! I am always left wondering why from other youtubers! lol I also agree that Ryan and Matt are awesome too. Maybe you guys can do a dev collab! :)
@Rehd66
@Rehd66 2 месяца назад
This right here is why 99% of RU-vid “tutorials” are absolute garbage
@t3hpwninat0r
@t3hpwninat0r 3 года назад
Important note: You don't always *need* to check if the actor implements the interface before calling the implemented function. If the actor does not have that interface, there is no error and nothing happens, the game continues normally. However, in this video's example we made the projectile disappear IF something got painted, so it's a perfect example for when we *should* check that the actor implements the interface.
@Hooverdreng
@Hooverdreng 3 года назад
Nice detail, thank you!
@loremipsum3147
@loremipsum3147 3 года назад
aha! I was asking myself why he used the checking. Nice catch
@loremipsum3147
@loremipsum3147 3 года назад
btw, to avoid checking we could pass the projectile's reference as input and make the interface function destroy it I guess?
@t3hpwninat0r
@t3hpwninat0r 3 года назад
@@loremipsum3147 Yes, but you have to be careful because now the paintable object will destroy ANY actor that calls this interface and you might not want that. Also if you use the DestroyActor node, what happens if it wasn't an actor that called the interface? What if it was the PlayerController that called the interface? Honestly I think that the projectile destroying itself is the best choice here, because this decision to destroy itself should be made by the projectile and not the painted object. Another option would be to add an output variable to the interface function and use that to decide if the projectile should destroy itself (default "no").
@loremipsum3147
@loremipsum3147 3 года назад
@@t3hpwninat0r thank you for the explanation and yes, I agree with you destroying in the interface is generally a bad idea. Btw, about returning an output variable, if the actor did not implement the interface and we call the function, what will be the return value? (I guess it is the default no?)
@Aherys
@Aherys 3 года назад
As always, excellent tutorial, i permit myself to add some additional note : -> Interface have a lower cost than cast, work with interface when you can. -> Casting on the upper hierarchy will cost less. If you need a fonction un Parent, prefere cast to parent than cast to child -> If a function cast often something (like everyframe), considere caching the cast (Create a new variable, and store the cache return inside, instead of casting it every frame)
@RobinDale50
@RobinDale50 3 года назад
That last point, especially. In many cases, you can get away with casting using the "make it a variable" method without hardly any performance penalty.
@GeorgePence
@GeorgePence 3 года назад
Can you please elaborate on your point about interfaces having a lower cost than casting? What exactly is the lower cost? Do you have any info on this from an engine standpoint, or better yet, from a C++ language standpoint? I'd be very interested to know.
@shannenmr
@shannenmr 2 года назад
@@GeorgePence I think there is a myth around "performance" improvements with Interface vs Cast where as from what I have read its basically the same outside of the main reason people tell you to use Interfaces in Blueprint specifically is because when you Cast in BP it creates a HARD link to every Class you Cast to (and ever Class it Casts to) which means they are all loaded into memory. So in his example where he says people do Multiple Casts to multiple Classes every one of those classes will be loaded into memory, now if they are Parent classes it might not be too bad but if you cast to Cat & Lounge & Final Boss & etc it means all those Classes (and any Classes they Cast to) and related items such as Meshes and Particles etc are loaded into memory as soon as you Call / Cast to FirstPersonProjectile
@GeorgePence
@GeorgePence 2 года назад
@@shannenmr Thanks for the reply. Yes, I agree also, people throw these phrases around and it's sort of like an urban legend. Very rarely does anyone ever have any legitimate info to back it up with, so I appreciate you providing some proper details.
@lonedew
@lonedew 24 дня назад
This is the only tuutorial that i understand what the casting and interfaces are. Thank you
@devin18101
@devin18101 Год назад
You see, before this video, I... was that guy that would cast and cast... and cast to as many different actors as I needed. Now I was taught that not only is there a much better way of doing things but also what I was doing before was incredibly inperformant so I thank you very much for this incredible knowledge lmfao
@matt3464
@matt3464 2 года назад
You probably have the best UE4 tutorial channel on youtube. Among the few who don't really leave any questions unanswered. Great job, subscribed :)
@kuhnen
@kuhnen Год назад
I'm like a year late to the party but your explanation on casting is just clearer and simple than anything there is online... You have a gift for teaching...
@jdrewlayton
@jdrewlayton Год назад
This has been a nebulous concept for me for a long time. Thanks.
@rayvellart
@rayvellart 5 месяцев назад
One of the best explanation of the topic. Clear and easy to understand. Thank you!
@ammoburgeryoutube
@ammoburgeryoutube 2 года назад
You are a gem. Incredibly concise and useful explanations for a newbie like me
@behrampatel4872
@behrampatel4872 7 месяцев назад
probably the best example for casting & interfaces...anywhere. Heck even beginning programmers in college should be sent to this video. Cheers, b
@JakeTheSnake509
@JakeTheSnake509 Год назад
this is honestly one of the best channels i've found. great work.
@stormolflak
@stormolflak Год назад
This is the type of good tutorials
@DavidSchiess
@DavidSchiess Год назад
gotta choin the choir and say that this is such a fantastic explanation. Thank you!
@kevinpahlervorderholte5060
@kevinpahlervorderholte5060 3 года назад
Thank you so much for this! I'm in the middle of an Unreal online course at the moment and it bothered the hell out of me that the tutor just plainly said "I always use interfaces, never casting" without ever going into why. Same as with your videos explaining replication, this helped me a ton! So thanks :)
@ReidsChannel
@ReidsChannel 3 года назад
Sounds like you need to find a new online course ;)
@rein556
@rein556 2 года назад
We should change this channel's name to Prof Reids Explains! Man, This is the best thing I have every watched!
@iDentityUS
@iDentityUS 2 года назад
👏🏾👏🏾👏🏾 this helps so much with being able to understand a lot in blueprint programming…Thank you
@owencoopersfx
@owencoopersfx Год назад
This is an excellent demonstration with the furniture vs. the cat 👌
@DefacedProductions
@DefacedProductions 2 года назад
The best tutorials are 90% why and 10% how. Thank you so much, i understand so much better now.
@FreakinMrGamer
@FreakinMrGamer 3 года назад
i love this type of videos ! hope u keep doing on it !
@RtxRob
@RtxRob Год назад
Thank you so much, I was scratching my head for some hours for getting rid of castings. Thanks again.
@Sneaky1ne
@Sneaky1ne 2 года назад
incredible video, thank you
@CGDive
@CGDive Год назад
Perfect clarity. Thank you!
@HatariSamaki
@HatariSamaki Год назад
This is an excellent explanation. Thank you.
@FlorianBecquereau
@FlorianBecquereau 2 года назад
Thank you so much! I knew interfaces existed but never really understood why or how to use them. Now it's clear.
@dinosyr
@dinosyr 2 года назад
Im loving your channel man. Actually informative information not just quick how to's.
@viniciusnoyoutube
@viniciusnoyoutube Год назад
Very good explanation. Detailed and simple.
@wolfsblessing
@wolfsblessing 3 года назад
And this is what a tutorial should look like. Slow, clean, right on point, detailed and for all. You just got a sub. from me!
@jonathancooper5104
@jonathancooper5104 Год назад
I love the hammer and screwdriver analogy, great video makes me wonder if you work as a teacher!
@ReidsChannel
@ReidsChannel Год назад
Thanks! No I don't but I do some tutoring sometimes haha
@RDD87z
@RDD87z Год назад
this video helped me to understand even better what interfaces are useful for. thank you a lot.
@GeorgePence
@GeorgePence 3 года назад
Thanks for the useful lesson. This same technique can also be easily applied in C++. Examining Class.cpp leads to this function, which is actually used under the hood by the DoesImplementInterface Kismet function: bool UClass::ImplementsInterface( const class UClass* SomeInterface )
@mattweber24
@mattweber24 2 года назад
Thank you so much. This is really helpful. Also, best quote.... "the problem is this friggin cat."
@UnleashedCode
@UnleashedCode 2 года назад
From completely confused..... to now understanding when and why..... thank you!
@skippyzk
@skippyzk 2 года назад
Most underrated video on RU-vid.
@iamagenius2646
@iamagenius2646 2 года назад
Wow, DOES IMPLEMENT INTERFACE !!! I was looking at a tutorial and even if it had the interface it was still casting and I didn't understand why isn't there something more. I'm a programmer and blueprints are so easy, yet so complicated for me. In programming I would create an event system and fire that even, waiting for someone registered to do something ( works well in unity ). Thank you soooo much for this
@bullpuppy7455
@bullpuppy7455 2 года назад
Very well explained. Thank you friend.
@stuartgibson1959
@stuartgibson1959 2 года назад
Awesome work, thanks for explaining the why as well as the how
@bigdredwun1928
@bigdredwun1928 2 года назад
Finally something that makes sense.
@MusawarPlays
@MusawarPlays Год назад
Best tutorials Ever ❤
@CaffreyPlays
@CaffreyPlays Год назад
Amazing video man. Really helped me understand interfaces.
@DevGods
@DevGods 3 года назад
Very clear explanation! Definitely helped me solidify the use cases
@LittleBlue42
@LittleBlue42 Год назад
I use interfaces for most of my in game interactions. It makes it so easy
@manuboucheraudio4363
@manuboucheraudio4363 2 года назад
This really is a great explanation of those two blueprint communication methods! Really enjoying your content!
@jayrajkanzariya7058
@jayrajkanzariya7058 2 года назад
just what i was looking for 🥳 thank you very much
@tomasbacchiocca4151
@tomasbacchiocca4151 2 года назад
Also when you cast, the blueprint has to load the casted blueprint because the code needs to know it to work (dependency), so if your blueprint casts or has (even not used) a function of another actor in the event graph the blueprint is loaded which makes it heavier. Example: I have a blueprint that is 10Mbs and i add a cast to a blueprint which is 20Mbs the blueprint depends on the second one to work so the 10Mbs become 30Mbs, so when you do many casts or just reference to another actor always watch the size tree or the references view, you can find those in the top bar while on a blueprint, I think on the view menu. The interfaces are used also for that memory optimization since you can just call functions without needing any dependency. Im not an expert so correct me if Im wrong about something, but thats what I found out, also I suggest studying soft references for variables if you need more memory control and less loading time!!
@thelawgameplaywithcommenta2654
Doesn't this mean that you can always cast to the player in single player games to cause damage? Or is the dependency 2 way?
@tomasbacchiocca4151
@tomasbacchiocca4151 Год назад
​@@thelawgameplaywithcommenta2654 You should always use interfaces to get the reference of a class, example: I get the playercharacter in my code so its a Character class even if it referes to a class that inherits from it, for example the FirstPersonCharacter that is given with the template, but I want to run something in that child class not in the parent given, infact as you know if I have in my FPSCharacter a function and I get a Character class I can't obviously call that function from that, but I can call an interface call, so usually you create an interface to get the reference of the player, in that interface you create a getPlayerRef function with an output that is the actual playercharacter class like the FPSCharacter, you implement that interface in that character class and override the function to return self as the output, so when you call that function as message from the character class that you obtained like with a getPlayerCharacter or whatelse you can get with that getPlayerRef the actual reference as the class you need. Sorry if it's hard to explain, Im not english so I tried to make the best explanation possible.
@tomasbacchiocca4151
@tomasbacchiocca4151 Год назад
@@thelawgameplaywithcommenta2654 Anyway to deal damage I suggest to run the damage function given with unreal and then handle that damage with the event anydamage or the other ones, instead of making your ones, otherwise if need more complexity you can do as you need
@omerkeidar95
@omerkeidar95 3 года назад
Loving this shorter format
@michaelmano7261
@michaelmano7261 Год назад
Apprecaite your work ❤
@ReidsChannel
@ReidsChannel Год назад
Thanks for the tip!
@vivekvyas6819
@vivekvyas6819 Год назад
Excellent tutorial..! Thank you! 🫡
@RafaMartinelli
@RafaMartinelli 2 года назад
Sooo clear! Thank you! Sometimes my confusion with interfaces is that the interface itself stays empty; here I understood you simply call it and blueprint it wherever you wanna implement it. Now I kinda wonder why cast at all? 😂
@vasudev8957
@vasudev8957 3 года назад
very nice listening to your voice is comforting lol
@dation0000
@dation0000 2 года назад
just perfect ! amazing big brain stuff ! . you ever going to make c++ tutorials ??
@ReidsChannel
@ReidsChannel 2 года назад
ty :) I have made a couple but no one watches lol
@dation0000
@dation0000 2 года назад
@@ReidsChannel please link them
@dation0000
@dation0000 2 года назад
@@ReidsChannel also am looking through your playlists . unfortunately u just have a gaint playlist of tutorials . i would highly recomment u break it up atleast into series and have separete c++ playlist . thank you good day to you sir .
@erizzt586
@erizzt586 Год назад
Nice tutorial, thank you!
@nevfelemrecicek
@nevfelemrecicek 2 года назад
Thank you for this perfect video.
@Rusty_piston
@Rusty_piston Год назад
very well done, i learned a lot thanks
@vladimirkhadyko8304
@vladimirkhadyko8304 2 года назад
So good! Thank you!
@ox-mox
@ox-mox 2 года назад
Great example and easy to understand. You are the best!
@tomaslaaperi5849
@tomaslaaperi5849 2 года назад
omg tyty! This was so useful :D Also it explains the way its done in Good Practice! :D
@CosmicComputer
@CosmicComputer 3 года назад
Awesome! Thank you!
@leks1A4
@leks1A4 2 года назад
very useful! thank you for the tutorial😄
@ChristopherZoog
@ChristopherZoog 3 года назад
Great stuff here. Very well explained...the why is so important...great work.
@bradleymiley1322
@bradleymiley1322 Год назад
Best tut on this
@migzleon4047
@migzleon4047 2 года назад
Excellent Tutorial...
@GaryParkin
@GaryParkin 2 года назад
Excellent tutorial! Loved it. Now I know the why.
@pppparanoidddd
@pppparanoidddd 2 года назад
You're amazing at explaining things
@PraiseMore
@PraiseMore Год назад
This was amazing!!
@wolfboos
@wolfboos 2 года назад
Very very insightful... I wish I knew this ages ago xD I had a tower of casting code in one of my projects... dear god I don't want to remember 😳
@YouWillDoAsYouAreTold
@YouWillDoAsYouAreTold 2 года назад
thank you so much
@Max14211
@Max14211 3 года назад
Oh this is gonna be good I can already tell. Dropping a comment for the algo gonna watch the rest with a notebook later on
@tekilla78
@tekilla78 2 года назад
Another amazing tutorial .... Quick question - that cat - where you took it from - I need something like that for my current project :)
@l_t_m_f
@l_t_m_f Год назад
Interface promote loose coupling. Great tool
@in2fractalout
@in2fractalout Год назад
supersnacky example. that WOW! effect, when projectile paint something first time. is that easy! supernice. thx
@ili76767
@ili76767 Год назад
Excellent explanation, but I have another question, that is, why did you set Construction Script like add “Create Dynamic Material Instance” to the cat's blueprint but not do the same things it in the furniture?
@smudgybrown67
@smudgybrown67 2 года назад
Really cool, thank you =]
@ethanmiles5544
@ethanmiles5544 2 года назад
Damn, this is a great tutorial.
@SciFi-F
@SciFi-F Год назад
Awesome!
@hbirtt
@hbirtt 3 года назад
Good stuff. It is funny though how you seemed to struggle just a touch with this basic stuff. At least more than you do with some pretty complex topics. I get it though. When you have an almost intuitive understanding of something, it can be hard to figure out how to explain it to someone else. It's just something you've used so much that you just know. It's like explaining why you hold a pencil a certain way. Struggle or no though, that was very clear. Thanks.
@ReidsChannel
@ReidsChannel 3 года назад
Yeah, its just explaining it clearly that is a struggle haha but glad u like it
@asdfasfeawefasdfada9567
@asdfasfeawefasdfada9567 2 года назад
Nice video. It would be great if you show how to change color of projectile and weapon
@CosmicComputer
@CosmicComputer 3 года назад
Wait did you say “cat-sting”?
@ReidsChannel
@ReidsChannel 3 года назад
I see what you did there
@agj383
@agj383 3 года назад
great lesson, thanks
@50shadesofskittles9
@50shadesofskittles9 2 года назад
UE5 looks sooooooooo much better ... thank you for getting to the point quicker than most ... also, you gave me an idea for a mini-game :P
@Arrkail
@Arrkail 3 года назад
hey thanks alot. this is truly helpful and i see my self using interfaces now. also you should include your AI cat in future videos lol.
@Emily-jd2sh
@Emily-jd2sh 2 года назад
What if you want to only colour the sofa and not the table? Now things get complicated...
@Yotunhe1m
@Yotunhe1m 2 года назад
Very useful info. Thank you! I've heard that Casting is more performance costly than the Interface and therefore in mid or large projects Interfaces are more preferable. Is that so in your opinion?
@trayvonray9614
@trayvonray9614 2 года назад
Great Video, and I assume this is UE5 it looks great.
@joeanrachelmiller6529
@joeanrachelmiller6529 2 года назад
You did such a good job here that I was wondering if you could somehow do a ownership theft system like the elder scrolls? I can't seem to understand what to do to even start such a system.
@redgeciccone8218
@redgeciccone8218 2 года назад
What about changing mouse cursor at run time when mouse over a mob. In this case we will use a function and not an event. This is more complex because you need to pass ref of the widget cursor to the interface and then when mouse over a character use this same ref to change the cursor image.
@Chetan_Hansraj
@Chetan_Hansraj 2 года назад
Superb :)
@Vemrah
@Vemrah 2 года назад
finally!
@jp3d911
@jp3d911 2 года назад
Nice explaination ! I have one question : what's the point of testing if an actor implement an interface prior to call a function through this interface since doing so on a actor that does not implement the interface doesn't return any error... ??
@fabricaderender5923
@fabricaderender5923 2 года назад
Great stuff , nice expletives I also gonna watch one mor time to implement ! How can I , instead get the color from a cubic static mach in the map , making an inventory color by widget inventory to click and apply or drag and drop? Thx 🙏😊
@WebbyStudio
@WebbyStudio Год назад
great vid. i only started learning unreal last week and great to have a better understanding on casting vs interfaces. also it seems UE 5.1 does not show the "add" dropdown within the class details to add interfaces. so i've had to do my learning in v 5.0.3. i heard this was a bug with 5.1 and will be fixed soon. is that true?
@_EliteKnight_
@_EliteKnight_ Год назад
Interfaces 10:52
@lorenfulghum2393
@lorenfulghum2393 2 года назад
What is the best way to avoid actually having to duplicate the code in the 2 implementations of the interface? Function libraries?
@stormolflak
@stormolflak 2 года назад
👍👍👍
@tylerbrowne69
@tylerbrowne69 2 года назад
At 9:34. You say the Cat is derived from Pawn and therefore, different than the furniture that are derived from actor. But since, Pawn themselves are derived from Actors, how does that make a difference in terms of inheritance?
@ReidsChannel
@ReidsChannel 2 года назад
Cat -> Pawn -> Actor Furintue -> Actor Sure they both derive from actor so they are both actors but I think what Im trying to say in the video is that they are both not pawns
@felixmikolai7375
@felixmikolai7375 3 года назад
thanks man good video as always :) could u please explain how from software made their pvp system behind the scenes ? i cant get any information via google or youtube and im not sure what parts of my game need to be replicated or not :s it would be very kind! dont need an extra video but i guess many other ppl would be watching it too :)
@realmodel1132
@realmodel1132 3 года назад
cat !
@RayHorn5128088056
@RayHorn5128088056 Год назад
Destroying projectiles is very inefficient. Should be using reusable object pools.
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