Smart Reusable Blueprint Communication -- UE5 Tutorial

preview_player
Показать описание
How to remove unnecessary migration dependencies and make robust, clean, efficient blueprint communication which can be reused across actors and projects.

In this video we build a torch which can be activated by both the player and an in-game sensor, and has no dependencies for either. The sensor itself is also modular, and can be used for both the torch and also for opening and closing a door.

Other ideas for how you might implement modular activate-able blueprints:
- A jetpack blueprint which can be attached to any actor and turn its gravity off
- A bomb blueprint which can be attached to any actor and will detonate when activated, and the detonation itself could go on and activate even more actors within the explosion bounds
- A moving platform which will start and stop moving when activated. Can be toggled by a player interacting with a sensor like in our video, or a switch etc.

Got any other ideas? Let's hear them.

===

Downloadable blueprints:

Popular blueprints:

Find me:

^ Wishlist my game on Steam.

#GameDevelopment #IndieGames #GameDesign #unrealengine
Рекомендации по теме
Комментарии
Автор

Read the description

6:16 explanation of interfaces and how to reduce dependencies and increase east reusability
10:16 second benefit to using interfaces: independent interactions. Making a sensor able to activate flashlights — not just the player.
14:38 final example; making the sensor modular and able to activate anything — not just lights. (Doors, in this example.)

esotericgamedev
Автор

within the millions of faulty tutorial or dumb ways of doing things in UE, finally someone that actually THINK of a feature before doing one off all over. Thanks so much for this, coming up from unity this explained SO MUCH of the BP concept and actual real production cases you'd want to put in place.

Jackrabbit
Автор

more topics like this needed !!! ..barely covered anywhere else.. good stuff

bonyfist
Автор

YES, we like this sort of content :) thumb up!

eligijuspranskunas
Автор

You can even take this one step further via custom Data Assets to template your assets, disconnecting the dependencies of your asset references from your blueprints and making your data more modular as well 👍

spectrecular
Автор

I've never seen a Child Actor as Player Component used in such a manner.

You have provided me a minor EUREKA. Much obliged, Sir.

elganzandere
Автор

So good to know that this best practice/or a lack of it, also severely affects project migration.

harrysanders
Автор

This video was so good! I get fustrated at unreal engine tutorials that put everything in the character blueprint lol

coffee-beast-z
Автор

using actor components will give you direct access to the object, unlike childactor, and since you have direct access, you don't need an interface. Lyra makes use of spawning rather than components if you like the non-component route.

nfrancisj
Автор

This would be good for going into a cave, or cove, I really need to get better at making environments.

MartKart