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Building Better Blueprints | Live Training | Unreal Engine Livestream
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Tasked with assembling a tech demo for some new features, Zak needed to create a slider our team could adjust in-game, allowing them to modify other Blueprints. While thinking he would build upon the existing sliders in the Content Examples, it turns out, those sliders, while functional for what they are, were assembled a LONG time ago and don't really reflect any our best practices.
So now we're going to rebuild them, live! This time, we'll take a look at some standard best practices for Blueprint including functionality ownership, intelligent ticking, and Blueprint communication, all while avoiding the need to simulate the interaction with physics. The end result will be smoother, more predictable, more efficient, and will hopefully show you some new ways to think about Blueprints!
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So now we're going to rebuild them, live! This time, we'll take a look at some standard best practices for Blueprint including functionality ownership, intelligent ticking, and Blueprint communication, all while avoiding the need to simulate the interaction with physics. The end result will be smoother, more predictable, more efficient, and will hopefully show you some new ways to think about Blueprints!
NEWS
SIGGRAPH 2018 Tech Talk Videos Now Available!
Unreal Engine Supports Oculus Quest, Including Launch Title ‘Vader Immortal’
How Dragon Quest XI Came to Life with Unreal Engine 4
Unreal Engine Workshops Coming to Melbourne and Adelaide
Epic Games to Bring Unreal Engine Expertise to Magic Leap’s L.E.A.P. Conference
leap-s-l-e-a-p-conference
Unreal Dev Days 2018 Details Announced
Connect with Unreal Engine Throughout Europe This October
Advanced Text Styling with Rich Text Block
COMMUNITY SPOTLIGHT
Digital Human Study
Fangold - The Eventful Card Game
Zombie Physics Hit Reaction System
ANNOUNCEMENT POST
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