Building Tools Quickly: Blueprints, Menus, Utilities, and Widgets | Unreal Fest 2022

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Better tools means faster iterations. In this talk, Embark Studios explore how their internal tooling ecosystem helps developers compose new tools in a flexible and consistent way. Topics include: Unreal Editor extensibility, Blutility, what you can do with Hazelight's Angelscript fork, and more.

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If anyone gets stuck at the "Get Supported Class" override section, it is because that has been depreciated.

The new workflow is to go to your Class Defaults tab for the EUB and add Supported Classes and Conditions that way.

I hope that helps! 🙂

graemepalmer
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As soon as I saw "Angelscript" I knew who was giving this talk! :-)

johnfredcee
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Really hope support for nested action utilities can be implemented instead of compacting it all into one giant list.

wywarren
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Any tutorials the community is wanting to see? I can add it to the list. From Game Dev to high level concepts.

KingdomCrafter
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When is verse (UE scripting) dropping, or has it been sheved

MrDebranjandutta
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Great presentation, its a shame that half a year later this is not how it works in 5.2 for the supported classes. "Get supported class" is deprecated

lalloreria
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Why doesn't unreal ever do a c++ talk? Why does epic always shy away from anything c++ when it comes to public lectures? I really hate this blueprint system.

leeoiou