Unreal Engine - Blueprint Interfaces Tutorial
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- Опубликовано: 1 июл 2024
- Learn about Blueprint Interfaces Today, Improve your Blueprinting!!! Compatible for both Unreal Engine 4 and Unreal Engine 5. (ue4, ue5)
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★ Timestamps ★
00:00 - Introduction
00:18 - Why use a BP Interface?
02:04 - How to use a BP Interface
03:53 - When to use a BP Interface
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worst part about taking breaks from unreal is knowing everything you need to finish a system, but forgetting all the specifics and having to follow toturials for a few days xD
Couldn't have said it better myself
My professor would suggest to us to have a notebook for this and take notes to look back to cause of this reason lmaooo
I thought I knew blueprint interfaces, but you blew my mind by calling out how adding details on the outputs changes how it's called. This is a real game changer for efficiency in what I'm working on, great video!
Glad I could help Sean! The retrieving variable information is a real game changer, use it well😎👑
this was invaluable in helping me. not to mention the production quality was enjoyable and concise. thank you very much.
This is the best explanation of interfaces! Finally I understand how they work. Thank you))
Not a problem amigo 🙂
This was eye opening for me!! THANK YOU
Short and sweet, and also to the point. That's what tutorials should be.
I love how u talk in your videos it makes the content very easy to us!, thank you.
Thank you so much. This has saved my life!
amazing explanation and awesome examples! i really love how you show the examples. Thank you\
this is the best tutorial on interfaces that I've wateched so far that really made me understand when and why we would use an interface bp. so far I've been looking at ll these other tuts and at the end of the vid I'd still scratch my head still thinking "and still , how tf do I use them/for waht reason" this one is so clear and nice. Great work mate. Subbed
Damn Denarus thanks so much for the kind words and I'm really glad I could help you out! Keep smashing it for us and keep me posted with how you're getting on :)
This is a very helpful tutorial. I wish I had this earlier. I hope new developers watch this video and learn how to use interfaces instead of lvl bps or casting all the time.
Well said spicygnomesoup, blueprint interfaces are big life savers!
now i understand interfaces, great tutorial thx
Yet another great video to the library. A good postit i am going play alot of times . Thank you
Anytime Atl3m the legend!
This is awesome. I'm not sure if you have something like this, but an in depth tutorial going over blueprint communication in general and the different methods would be a solid hit. There's no obvious tutorial out there that I've found.
Hey Jesse cheers dude! Blueprint communication is definitely on my to do list, I'll whip that up when I get a chance :) Thanks man!!
@@Beardgames Dope! I got my associates in Game Design and I feel like they really didn't go far enough in depth with blueprint communication. I think a lot of beginners would really benefit from a detailed explanation and would stick their projects out!
@@21GunGaming Hey that's awesome dude! but yeah I hear ya, blueprint communication is a massive tasks so as much knowledge as possible is needed. I'll see what I can do!
on the blueprint referencing blueprints, soft references can help with that depending on how its setup
It took me SO LONG to figure out how to use Interfaces. Now that I figured it out, it's so much easier. I don't know why interfaces seem so complicated, but they are really not once you understand them.
really good video, thank you! And you have a new follower ^^
Thank you kindly Cha really appreciate that :)
😍The Best
I tried to go further of your tutorial, meaning, i tried to implement a function in a BluePrint Interface (meaning passing varaibles with inputs/outputs).. I could not see the benefit of it. Mainly because you have to input the aimed actor. If you dont have it, you will have to cast it so function become useless. But I mean i discovered interface with your video and it changed my coding life lol. So if i am wrong and BPI functions are really powerfull, dont hesitate to do a little video about it, it will serve!! Thanks again for this supergood tuto !
Sigues vigente!! Felicitaciones!!
Thank you
thank you bro
We need a pop quiz at the end of these xD
Nah, thanks for the vid my dude!
Haha I feel you man there's a huge load of info to take in. Anytime Mikey cheers for watching my videos dude!
At minute 4:51 - Really cool implementation of an Interaction event there!
I like your tutorial, but if I may ask a question, if I have a blueprint with an output, would I be able to conduct logic through it?
hey Jon, good stuff!
Thanks joe!
hey man I was wondering how would I use a blueprint interface to avoid the cast node in the anim blueprint for my character?
I think that that initial cast node is tanking my framerate.@@Beardgames
Hey there! do you think you could make a tutorial on planet gravity? It would really help us out. Thanks if you do!
Get player character at 5:46 wouldn’t work in multiplayer though right; How would you interface with multiple players?
Can I call individual variables from one blueprint to another using interface? For ex, I'm having some skeletal meshes inside my character bp. I want them to be called into another blueprint without using casting. Can interface do it? And if yes how?
So I'm still a little lost. I tried this (instead of a boxcollision I just used a keyboard input for the example) and it's not coming up. What I'm hoping this all allows for is a way to say trigger "things to happen" like the resetting of a boolean or a random location generator without Casting. is that what this is supposed to help with?
works this also with an click Event on a ui button? in my case the print string doesnt fired up!
I've lost count how many tutorials I've watched about this and still can't get it to work. The first issue I have is that I can't even get a reference to to the correct blueprint as you do at 3:35, I only have the top option (the BP interface itself) and not the BP I've added the function to. I've compiled everything and added the function to both the blueprints. Does anyone have any idea why it wont work?
I'm really confused.
I am trying to have a pushable blueprint with a box collider tell my Interaction Component that the player is overlapping. I can't have Inputs and Outputs with the same variable name on a Function in my Interface, so I can only set or get in the respective blueprints. How do I pass this information between the two? It's just a simple "canPush?" boolean.
Nobody seems to explain this in a way I can understand.
All of a sudden I can no longer find the (message)?!? the class option is still there, it just doesn't say (message) anymore. any clue?
Can someone tell me why the target input pin on my call interface node is a float? I can't use it because I need to plug in my actor. Thanks
Holy cow. I came out of this tutorial just as stupid as i went into it. It seems unreal engine wasnt designed for idiots like me.
Whao... interfaces are weird in blueprints. I was trying to save a reference to my class which implements the interface, but that wouldn't work. Meanwhile you can just call any interface method from any object and it'll work if it's implemented. Weird.
Maaate! Thank you so much! I cannot get one Interface to work well on a AIController... the same one works just fine on another actor... Any hint? Cheers!
Just make a BP interface function which passes a Spline as one of the inputs brother. I got you 😎
@@Beardgames What?! Can that even be done?! Thank dude! Gonna Try...
I think you answered the first one while I was editing... (sorry, and again: Thank you!) I cannot get one Interface to work well on a AIController... the same one works just fine on another actor... Any hint? Cheers!
@@FB-eq9vl Course! Anything you want to be passed over as a reference just add it as an input, then you can send it over and then convert it to a variable on the recieving end :) for UI what I like to do is handle all the UI in the player controller then create receive events in it so I can pass over that UI to any BP in my project by getting the player controller and calling the receive event! We'll make a god developer of you yet FB73😎
@@Beardgames Thanks and Amen bro! I've built another Interface specific for my AIController, nothing yet... I'll figure it out soon. Cheers!
Add my name in intro video too , please
100th video!!
Ayyyy!! I didn't even realize, thanks for noticing Grumpy you the best! How did you know if you don't mind me asking 😁
@@Beardgames haha no probs dude!! Im hella new to unreal and you give out the best tutorials dude so thank you so much!!! Also if u look at your channel page it says the amount of vids next to the sub count!! :D
@@GrumpyDayZ_ oh that's awesome! Keep it up 😎 oh yeah I see now, legend!
Overly complex,. and stupidly convoluted. I hated the 2004 editor and every iteration since. Horrible to work with, plus, nodes make NO sense to me whatsoever. All I wanted to understand was how easy it'd be to make a teleporter rise and drop out of the ground (a glass floor) as the player approached it / stepped away from it. I don't have the latest editor installed, it was just that a friend is porting my UT99 W007 map to UE4 (5) and she's not prepared to keep the functions I built in place in my original; I figured I'd find out how easy (or hard) it'd be to do it myself, despite having a passionate hatred of the new editor.
Thank you
Anytime my friend!