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Paradox-01 (talk | contribs) (Created page with "==Some suggestions== Backup your project every day you work on it. Use hotkeys. * Make comments with [C]. Make a "color convention": categorize your comments with different...") |
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==Some suggestions== | ==General information== | ||
===Some suggestions=== | |||
Every day you work on your project, backup your project before you start working on it. | |||
Use hotkeys. | Use hotkeys. | ||
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Move a comment around to move its content. | Move a comment around to move its content. | ||
The Branch node is also accessible by typing | The Branch node is also accessible by typing '''''if'''''. | ||
Disable "Context Sensitive" if your really need to see all possible nodes. | Disable "Context Sensitive" if your really need to see all possible nodes. | ||
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Try to break down your code into reusable functions and macros. | Try to break down your code into reusable functions and macros. | ||
Make yourself familiar '''"interfaces"''', making '''"references"''', '''"casting"''' and try to think of your '''own component''' and making '''master blueprints'''. | Make yourself familiar with '''"interfaces"''', making '''"references"''', '''"casting"''' and try to think of your '''own component''' and making '''master blueprints'''. | ||
Learn what the different object classes (blueprints) do. Keep exploring, do experiments to know what is possible. It will make you more flexible. | Learn what the different object classes (blueprints) do. Keep exploring, do experiments to know what is possible. It will make you more flexible. | ||
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==Casting== | ===Casting=== | ||
With "cast to ..." nodes you access other blueprints, therefore their variables. | With "cast to ..." nodes you access other blueprints, therefore their variables. | ||
==References== | ===References=== | ||
After a casting it is often useful to make a reference so you don't need to make another casting at a later time. | After a casting it is often useful to make a reference so you don't need to make another casting at a later time. | ||
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'''Get a reference of any embedded component by dragging it into the event graph.''' | '''Get a reference of any embedded component by dragging it into the event graph.''' | ||
===Components=== | ====Components==== | ||
To access components you must have the parent object. That's easy if you are already in the right BP. If not you must first access the other blueprint with a cast or an already made reference. | To access components you must have the parent object. That's easy if you are already in the right BP. If not you must first access the other blueprint with a cast or an already made reference. | ||
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Also characters are objects in the perspective of programming. In Blueprints you can access them following this hierarchy. | Also characters are objects in the perspective of programming. In Blueprints you can access them following this hierarchy. | ||
Character | Character(self) | ||
| | | | ||
+--- Capsule component | +--- Capsule component | ||
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For example use "Get Anim Instance" on the Mesh component. If you use a "cast to ..." on that characters anim instance you could now access the variables and functions inside the anim instance. | For example use "Get Anim Instance" on the Mesh component. If you use a "cast to ..." on that characters anim instance you could now access the variables and functions inside the anim instance. | ||
Any component listed under the "'' | Any component listed under the "''Character''(self)" can be referenced without making a detour. Just drag it into the event graph. | ||
===Interfaces=== | |||
==Good to know== | |||
===Repair nodes after moved content=== | |||
[[Image:UE4_repair_interface_message.png|thumb]] | |||
Renaming folder and moving blueprints around can destroy events. You can repair interface events by doing this: | |||
# Add the interfaces back to the blueprint. | |||
# Hit compile one time. | |||
# If available go on by pulling out the pin from a reference. | |||
# Add back events and messages. | |||
==Nodes== | |||
[[Category:Modding tutorials]] | |||