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Create Modular Designs With Enums In Unreal Engine 5
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- Опубликовано: 18 авг 2024
- Unreal Engine Pro Masterclass: unrealenginepr...
In this video, we look at how to use Enums in Unreal Engine to create a modular wall variation system. It's easy to get started and follow along as we use the Starter Content, but you can then replace the models with your own and make as many variations as you want!
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00:00 Introduction
01:17 What is an Enum?
03:35 Setting up in Unreal
04:27 Organizing the Asset Structure
05:22 Planning with our Architecture Assets
06:01 Creating the Blueprint
12:40 Creating the Enum
14:40 Using the Enum in the Blueprint
22:21 Testing out the Result
Incredibly comprehensive tutorial, man. Greatly appreciate you making it for others to learn from.
Wow man, such a simple but powerful concept. This is exactly what I was looking for, thank you !!!
I loved the video, it was so easy to follow along i dont think i would have had to write it down, i did, but still, awesome. Please make more, loved it
Great tutorial! Thank you, I finally understand enums!
Love the video for optimize I would have used the select node
Very Helpfull! Thanks John!
Dude, this is awesome 👌
Thank you so much!
Big thanks, bro. Super usefull !
informative, but could have been explained in 4 instead of 24 mins
How do you mesh optimiz ? for levell it will double work don't you think
Hey, John! I'm wondering here if it's possible create a BP using Enums with subcategories? Let's say you have some windows and you need to add some variations to those windows, open, half open, etc... So, the idea is choose the "window type" and then choose the "Window variation" as a subcategory using this method you've done. You know what I mean? Or I just pile those BP components beneath each other?
You can simply design the Static Meshes to your liking, then add those variations into the Enum. That's how I would do it.
You could create a struct and nest other structs with enums in them
So you'd have a master struct called:
FStructure
>EWallType
>>Flat
>>curved
>>has_window
>EWindowType
>>Standard
>>Arched
Etc
@@TheFlyingEpergne do you happen to know of any vids or documentation that go through this in more detail? this is precisely what i'm trying to do, but this is the only mention i've found anywhere. i have no idea what terms to search for to find instructions 🥲
EDIT: nm, after working on it a bit more I realized I'm actually over-complicating things (like usual 😂). for anybody else looking for similar solutions, an alternative 'unsexy but infinitely more straightforward' method is just to have all possible combinations accounted for as options in a single enumerator. e.g. WallStyle01 Door, Wallstyle01 Window, Wallstyle02 Door, Wallstyle02 Window.... etc etc
obviously the number of options in the list grows exponentially with each new variant and all possible combinations, but in my case its still faster to do this work upfront than to keep looking for alternative methods (no doubt there ARE more elegant solutions, but also sometimes i gotta cut my losses ).🤷
@@drednorzt not really unfortunately I just watched a lot of different tutorials and realised you can nest structs. Just try it in your project and get weird with it (:
This video could habe bin way shorter
I mean if you are looking for a video about this you may expect people already know the basics of unreal engine so this part shut not even have bin in here
Way too lengthy for what it teaches, but regardless it did the job and explained things well.
but i think it is very hard to make this work with irregular shapes, i mean triangle ...etc
Do you guys pronounce it Enum or Enum?
I’ve always said Enum and it’s alway strange hearing others say Enum instead.
I guess… Enum?