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Jan Kavan, CBE software s.r.o.

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Introduction to Blueprints in Unreal 4

(White Nights Conference Prague 2017)
The official conference website — http://wnconf.com

Published in: Business
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Jan Kavan, CBE software s.r.o.

  1. 1. Introduction to Unreal Engine 4 BLUEPRINTS Jan Kavan
  2. 2. 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 generation consoles • Interactive visualisations • Data analysis • Occasional webdesign / web development (if we really have to)
  3. 3. 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)
  4. 4. SOMEDAY YOU’LL RETURN www.youwillreturn.com With the support of the Creative Europe Programme - MEDIA of the European Union
  5. 5. What ARE Blueprints?
  6. 6. 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
  7. 7. 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.
  8. 8. 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
  9. 9. 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 an actual 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
  10. 10. SOMEDAY YOU’LL RETURN www.youwillreturn.com With the support of the Creative Europe Programme - MEDIA of the European Union Enough Theory! Let’s see it in action!
  11. 11. Questions?
  12. 12. Jan Kavan Thank you for your attention! www.cbe-software.com

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