Just FYI for event dispatching and binding, it's used absolutely everywhere in Unreal and programming in general. Think of it like a dispatcher(or sender of the message) just shouting into a cave "Hey this thing happened!" and then anyone who cares(whatever is bound, or listening, for that message) can then hear it and know that the thing happened and react accordingly. For example: A button OnClick event will just dispatch a message shouting into a cave "I am button X and I was just clicked!". If you don't care about that button being clicked, you just ignore it. But if you do care about the button being clicked(you bound an event to that message), you now know it was clicked and can do whatever you want to knowing that the button was clicked. So the responsibility isn't on the clicked button needing to grab every object that cares about the button click and saying "Ok, update this text box. Now run this function. Now prepare this new screen. Now load this data.". The responsibility is on how ever many listeners there are to just say "Ok, I will now do what I need to because I know the button has been clicked"
The most important factor in my own blueprints becoming optimally designed was the event model combined with using the multiplayer way of developing even for single player games. When you work within the multiplayer framework you are locked into a best practice method of development so others can understand it already. Without multiplayer in mind you are free to develop in many different ways that could confuse other people who don't understand where you are coming from with it. The Lyra Project needs to be adopted by more people as their framework for this reason also. It's a very interesting setup.
for the people who want to do the simulation stuff, is very simple, just use editor widget utility to spawn the actors, also spawn one manager that will work as the key bind from the keyboard, that way you can use widget utility UI to trigger keyboard key input (like pressing the K). remember to se the focus to keyboard as well when the widget lost the focus path.
Just to be sure, at 10:04, am I right that the way shown in the gif is intended way, and connecting the bool from before the timeline is the wrong way?
Loved all the bits of information, I didn't know about a good amount of it so it was very helpful! Only thing I'd make sure people understand to be cautious of is the inheritance example(though inheritance is wonderful). If you want something to be interactable you should look more towards either an interface or a component so you don't run into issues down the line.
Hi Dean, could you please make a tutorial on how you put together that physics simulator/baker? I'm sure a lot of us would benefit from seeing how something like that is created!
3:00 Saving colors!
7:50 Math expression 🤯
10:11 Validated gets
18:22 Soft references (feel like could be useful later)
25:36 Exposed Functions 👀
46:30 Event dispatching and binding (still don't really understand practical use)
Just FYI for event dispatching and binding, it's used absolutely everywhere in Unreal and programming in general. Think of it like a dispatcher(or sender of the message) just shouting into a cave "Hey this thing happened!" and then anyone who cares(whatever is bound, or listening, for that message) can then hear it and know that the thing happened and react accordingly.
For example:
A button OnClick event will just dispatch a message shouting into a cave "I am button X and I was just clicked!".
If you don't care about that button being clicked, you just ignore it. But if you do care about the button being clicked(you bound an event to that message), you now know it was clicked and can do whatever you want to knowing that the button was clicked.
So the responsibility isn't on the clicked button needing to grab every object that cares about the button click and saying "Ok, update this text box. Now run this function. Now prepare this new screen. Now load this data.". The responsibility is on how ever many listeners there are to just say "Ok, I will now do what I need to because I know the button has been clicked"
@@jerrymras-swan3163yeah I genuinely can't imagine making a game in any shape or form without using events
My blueprints look like unhinged scribbles on a public bathroom stall wall and that’s how I like them!
Great talk! Many useful notes
The most important factor in my own blueprints becoming optimally designed was the event model combined with using the multiplayer way of developing even for single player games. When you work within the multiplayer framework you are locked into a best practice method of development so others can understand it already. Without multiplayer in mind you are free to develop in many different ways that could confuse other people who don't understand where you are coming from with it. The Lyra Project needs to be adopted by more people as their framework for this reason also. It's a very interesting setup.
awesome stuff dean - learned a lot from this
This is so next level
Amazing talk! Thanks so much!! Would love to see the behind the scenes on those EUWs!!
Really helpful thanks.
for the people who want to do the simulation stuff, is very simple, just use editor widget utility to spawn the actors, also spawn one manager that will work as the key bind from the keyboard, that way you can use widget utility UI to trigger keyboard key input (like pressing the K). remember to se the focus to keyboard as well when the widget lost the focus path.
btw, i did a video explaining how to get the simulation tool working.
The color swatches stuff is really cool, I wansn't aware you could make it a universal thing like that.
Just to be sure, at 10:04, am I right that the way shown in the gif is intended way, and connecting the bool from before the timeline is the wrong way?
good to know that i use most of that you guys recommend )
Loved all the bits of information, I didn't know about a good amount of it so it was very helpful!
Only thing I'd make sure people understand to be cautious of is the inheritance example(though inheritance is wonderful). If you want something to be interactable you should look more towards either an interface or a component so you don't run into issues down the line.
Great talk!
Lots of good stuff I didn't knew yet
Never knew about the math expression node. That’s very cool 👌
Hi Dean, could you please make a tutorial on how you put together that physics simulator/baker? I'm sure a lot of us would benefit from seeing how something like that is created!
Of course 5.1 is out now
my guy Dean
Go Verse scripting 💪🏿
Not bad on there eyes this bloke
Linux support 😢
🤍🖤
Blah blah bla… Waiting for ai text- to-blueprint create generator!