Jan Kavan, CBE software s.r.o.

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Transcript of Jan Kavan, CBE software s.r.o.

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