Jan Kavan, CBE software s.r.o.

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Introduction to Unreal Engine 4 BLUEPRINTS Jan Kavan

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

Page 1: Jan Kavan, CBE software s.r.o.

Introductionto

Unreal Engine 4 BLUEPRINTS

Jan Kavan

Page 2: Jan Kavan, CBE software s.r.o.

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)

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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)

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SOMEDAY YOU’LL RETURNwww.youwillreturn.com

With the support of the Creative Europe Programme - MEDIA of the European Union

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What ARE Blueprints?

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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

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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.

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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

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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

Page 10: Jan Kavan, CBE software s.r.o.

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!

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Questions?

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Jan Kavan

Thank you for your attention!

www.cbe-software.com