Blueprints
- This is based on Blueprints - Essential Concepts
- There are a number of different types of blueprints.
- Level Blueprints
- Special behavior for a level.
- These functions are specific to the level which contains them.
- Tied to a level.
- Any data stored in these blueprints goes away when the level is unloaded.
- No components, just code for a level.
- Class Blueprints
- The transporter we built before.
- Animation blueprints.
- Used to control animation of a character.
- I have not messed with these.
- It has an animation graph that controls what animation is playing.
- Unreal Motion Graphics ( UI)
- We will do an entire section on this.
- Blueprints are tightly tied to c++
- Later when we produce c++ code, it will directly map to a blueprint.
- Blueprints CAN be compiled to c++ code if you wish.
- The entire system is hierarchical
- Base classes are usually c++
- Later we can derive blueprint classes from base classes.
- Since we are coming from C++, it makes sense that we have a constructor.
- This is the Construction Script
- Fires when
- Changes are made to the blueprint.
- When instances of the class are created.
- When building an actor blueprint
- The white sphere is the "Default Scene Root".
- This is centered at (0,0,0)
- Selecting this will move the entire thing in the blueprint editor.
- By dragging, you can nest components
- And even make something else the scene root.
- Searching in the event graph is context sensitive based on what is selected.
- He reviews variables
- Making them publicly editable
- Collapsing a node to a function.
- Select the nodes and tell it to collapse to a function.
- Rename it.
- You can add input and output parameters as well.
- Think class member function.
- Access Specific is public, protected or private
- Pure means const, vs unpure means will not modify the state of the object.
- This seems akin to const in c++
- But I don't think that it is enforced.
- You can mark variables as pass by reference.
- you can group these into a macro
- You can collapse to a single node.
- Child blueprints
- Derived class from the parent class.
- Notes on using blueprints.
- You could do everything in blueprints.
- But they are not as efficient as c++
- Complex math, or many operations on every tick = c++
- Some elements of C++ are not exposed to blueprint.
- Blueprints must be triggered by an event.
- Blueprint use References
- This is a just a parameter/variable error.
- He discusses casting, but you should know this.
- You can easily build circular dependencies.
- Two blueprints that refer to each other.
- This will possibly cause problems on loading.