Date post: | 05-Apr-2017 |
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Introductionto
Unreal Engine 4 BLUEPRINTS
Jan Kavan
About CBE software
• Company started in 2006 by Jan Kavan and Lukáš Medek• In 2011 joined forces with KUBITA s.r.o., Engineering and
technological company• We do:
• Video games for PC, Mac, Linux and Mobile platforms (including VR), Current generationconsoles
• Interactive visualisations• Data analysis• Occasional webdesign / web development (if we really have to)
Our games so far:
• Ghost in the Sheet (PC) (2007 / 2008)• J.U.L.I.A. (PC) (2012)• J.U.L.I.A. Untold (2012, 2015) (iOS, PC)• Vampires! / Crazy Vampires (PC, Mac, iOS,
Android) (2012 / 2013)• Boredom of Agustín Cordes (PC, Freeware 2013)
• J.U.L.I.A.: Among the Stars (PC, Mac, Linux) (2014)
• Someday You’ll Return (in production)
SOMEDAY YOU’LL RETURNwww.youwillreturn.com
With the support of the Creative Europe Programme - MEDIA of the European Union
What ARE Blueprints?
What ARE Blueprints?
• Visual node-based scripting language• Similar to the concept of “classes”• Extremely fast to prototype and reusable• Since 4.14 easily convertable to C++ native
code => no longer as performance heavy• Comfortable debugging features integrated in
the environment• Intiuitive for level designers and artists• They communicate very well in conjuction
with C++ code
Different types of Blueprints
• Level blueprint – level specific things• Blueprint class (Actors) – reusable actors• Blueprint component – mechanics attachable
to actors• Blueprint function / macro libraries –
reusable functions / algorithms• Animation blueprints – all you need for
animating skeletal meshes and then some more
• Material blueprints• Data blueprints, interfaces, UMG widget blueprints,
etc.
Key features of blueprint classes
• Contain both visuals, data and code• Everything is context sensitive• Global / local variables / data structures /
object or class references• Functions and macros• Inheritance support through child blueprints!• Class defaults settings• Interfaceable• Multiple “graphs” to make things tidy• Custom events and event dispatchers
Key flow events for class blueprints
• Construction script – whenever instance is created (also when placed or changed in editor!)
• Begin Play – After the actor appears in anactual world (eg. Play button was pressed)
• Tick – each frame (unless specified otherwise)• Assignable to tick groups
• Begin Overlap / End Overlap – as soon as overlap collision event occurs
• Hit – as soon as actor receives collision hit event
• End Play – when the actor cease to exist• Custom events – do whatever you want
SOMEDAY YOU’LL RETURNwww.youwillreturn.com
With the support of the Creative Europe Programme - MEDIA of the European Union
Enough Theory!Let’s see it in action!
Questions?
Jan Kavan
Thank you for your attention!
www.cbe-software.com