Unreal Blueprint Work
I am starting to dig into blueprint. I do software development in Ruby and have done c++ and Java among other languages so programming doesn't worry me.
I am trying to wrap my head around 3D specific concerns such as vectors, rotators, transforms, lerps, etc.
I created this cheat sheet I will tape to the side of my monitor for reference until I have the variable colors and types down cold:
I watched a few quickie blueprint videos from Unreal on creating a hovering object and slowing time until a character moved. Those were amazingly easy.
I'm building a text file with a list of important functions as I run across them in tutorials. I will post the contents of it here. I will update a number in parens when I encounter the function multiple times. This will help me gauge the usefulness of the function.
========================================================================
UNREAL BLUEPRINT NOTES
========================================================================
---------------------------------------------------------------------------------------------------
Variable Types
---------------------------------------------------------------------------------------------------
https://docs.unrealengine.com/latest/INT/Engine/Blueprints/UserGuide/Variables/
Boolean (RED)
Integer (CYAN)
Float (GREEN)
String (MAGENTA)
Text (PINK)
localization?
Vector (GOLD)
3 floats (traditionally for XYZ or RGB)
https://www.youtube.com/watch?v=WHGkLLIlz78
Rotator (PURPLE)
group of numbers defining rotation in 3D space
Ususally just interested in Pitch and Yaw
Transform (ORANGE)
Cobines 3 attributes of an object:
translatioon (3D location)
rotation
scale
Object (BLUE)
---------------------------------------------------------------------------------------------------
Terms
---------------------------------------------------------------------------------------------------
Primitive Component
> any component we can apply physics to (ex: static mesh)
---------------------------------------------------------------------------------------------------
Notes
---------------------------------------------------------------------------------------------------
To make an object be able to move, must sure you change "Mobility" to Movable
You can drag blueprints onto objects in the component list to associate them
> example was a hover blueprint. Dragged onto a movable object, it made it hover
> scene component blueprints have this ability. Maybe others. Unsure
---------------------------------------------------------------------------------------------------
Functions
---------------------------------------------------------------------------------------------------
DEBUGGING .........................................................................................
Draw Debug Line
draws a line between 2 points.
Line Trace By Channel
Draws and erases a line every frame
Print String (USEFUL FOR DEBUGGING)
Prints a string on the screen (great for debugging)
Get Display Name
Lets you get the name of an actor
Can be used to show the name of an actor you have hit with a vector
This does not appear to work on static meshes
CONSOLE ...........................................................................................
Execute Console Command
Example: slomo
EVENTS ............................................................................................
Event Begin Play
When game play starts
Event Tick (3)
Fired at every frame
ACTOR EVENTS ......................................................................................
Event Actor Begin Overlap
When another actor overlaps this actor
You can cast this to ThirdPersonCharacter
Event Initialize Component
VECTOR MANIPULATION ...............................................................................
Break Vector
Allows you to manipulate each component (X,Y,Z)
Convert Vector into Linear Color
Covert RGB into single value for "set light color"
Get Vector Length
Get the magnitude/length of a vector (returns a float)
Can be used to convert a vector into a useful float
Vector + Vector
Adds 2 vectors
UNCATEGORIZED .....................................................................................
Break Hit Result
Breaks out the result of a vector hitting an object
Can be used to break out the result of "Line Trace By Channel"
Build String (Float)
convert float to string with a prefix.
Can be fed into "execute console command"
Get Actor Location
Get the location of the actor
Get Control Rotation
Rotation of the object
Get Forward Vector
Can be used to convert a rotation into a vector
> The length of the vector is 1 (XYZ values are decimals less than 1)
> This produces a normalized/direction/unit vector (it always has a length/magnitude of 1)
Get Owner
Actor a blueprint has been attached to
> useful for doing work against the owner and inspecting it
Get Velocity
Get velocity of object (vector)
Launch Character
You can add a velocity to an actor
Map Range
Convert 1 range of numbers proportionally into a different range
Useful for coverting a large range to 0 thru 1 or vice-versa
Random Unit Vector
creates a random vector (3 variable array)
Set Light Color
Change the color of a target light
Set Timer by Event
Allows you to create a looping timer that can trigger an event
UNREAL BLUEPRINT NOTES
========================================================================
---------------------------------------------------------------------------------------------------
Variable Types
---------------------------------------------------------------------------------------------------
https://docs.unrealengine.com/latest/INT/Engine/Blueprints/UserGuide/Variables/
Boolean (RED)
Integer (CYAN)
Float (GREEN)
String (MAGENTA)
Text (PINK)
localization?
Vector (GOLD)
3 floats (traditionally for XYZ or RGB)
https://www.youtube.com/watch?v=WHGkLLIlz78
Rotator (PURPLE)
group of numbers defining rotation in 3D space
Ususally just interested in Pitch and Yaw
Transform (ORANGE)
Cobines 3 attributes of an object:
translatioon (3D location)
rotation
scale
Object (BLUE)
---------------------------------------------------------------------------------------------------
Terms
---------------------------------------------------------------------------------------------------
Primitive Component
> any component we can apply physics to (ex: static mesh)
---------------------------------------------------------------------------------------------------
Notes
---------------------------------------------------------------------------------------------------
To make an object be able to move, must sure you change "Mobility" to Movable
You can drag blueprints onto objects in the component list to associate them
> example was a hover blueprint. Dragged onto a movable object, it made it hover
> scene component blueprints have this ability. Maybe others. Unsure
---------------------------------------------------------------------------------------------------
Functions
---------------------------------------------------------------------------------------------------
DEBUGGING .........................................................................................
Draw Debug Line
draws a line between 2 points.
Line Trace By Channel
Draws and erases a line every frame
Print String (USEFUL FOR DEBUGGING)
Prints a string on the screen (great for debugging)
Get Display Name
Lets you get the name of an actor
Can be used to show the name of an actor you have hit with a vector
This does not appear to work on static meshes
CONSOLE ...........................................................................................
Execute Console Command
Example: slomo
EVENTS ............................................................................................
Event Begin Play
When game play starts
Event Tick (3)
Fired at every frame
ACTOR EVENTS ......................................................................................
Event Actor Begin Overlap
When another actor overlaps this actor
You can cast this to ThirdPersonCharacter
Event Initialize Component
VECTOR MANIPULATION ...............................................................................
Break Vector
Allows you to manipulate each component (X,Y,Z)
Convert Vector into Linear Color
Covert RGB into single value for "set light color"
Get Vector Length
Get the magnitude/length of a vector (returns a float)
Can be used to convert a vector into a useful float
Vector + Vector
Adds 2 vectors
UNCATEGORIZED .....................................................................................
Break Hit Result
Breaks out the result of a vector hitting an object
Can be used to break out the result of "Line Trace By Channel"
Build String (Float)
convert float to string with a prefix.
Can be fed into "execute console command"
Get Actor Location
Get the location of the actor
Get Control Rotation
Rotation of the object
Get Forward Vector
Can be used to convert a rotation into a vector
> The length of the vector is 1 (XYZ values are decimals less than 1)
> This produces a normalized/direction/unit vector (it always has a length/magnitude of 1)
Get Owner
Actor a blueprint has been attached to
> useful for doing work against the owner and inspecting it
Get Velocity
Get velocity of object (vector)
Launch Character
You can add a velocity to an actor
Map Range
Convert 1 range of numbers proportionally into a different range
Useful for coverting a large range to 0 thru 1 or vice-versa
Random Unit Vector
creates a random vector (3 variable array)
Set Light Color
Change the color of a target light
Set Timer by Event
Allows you to create a looping timer that can trigger an event
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