Flow Flashcards
(38 cards)
Enable Keyboard in blueprints
‘Event Begin Play’ - ‘Enable input’ (‘Get Player Controller’ to ‘Player Controller’
DoN
Repeat action N times, once per call till do not reach N
DoOnce
Call function once
FlipFlop
Switching between outputs
Gate
Logical gate. Can be Open or Close, also able to Toggle
MultiGate
Allow iterate over multiple outputs (one open - another close)
Events
Triggered by event/action, can accept time functions (delay, timeline)
Only accecpt inputs, no output.
Function
Do not accept time functions.
Accept inputs and outputs
Do not accept custom events
have their own execution graph
Macros
Collections of actions. It can be reused. Do not accept time action. Accept inputs and outputs. Have their own execution graph Can`t be seen in C++. More for simplifying blueprint.
Custom event
You create custom event and after call it with ‘call function’
Macro Library
Allow create library of macros to access from any BP
Create BluePrint - Macro Library
Enums
Numbered list
Enums create
Create blueprint - Enumeration
Switch enumerators
‘Switch on ‘
Class
mostly have parents
Component
can be inside of the class
Game mode class
Basic rules (for example game time) Good to keep general information there AGemeModeBase - main class Can be changed in WorldSettings
Pawn class
Controlled actor (by the player or AI)
Character class
Pawn with the ability to walk
isValid
Check if the object exist and Valid
Get all actors of desired class
Get All Actors of class ForEachLoop - to go over all returned objects
Direct communication
Create a variable that represents/reference another blueprint.
Create through variable - new - type = BP_name - refference
Make editable - refference actual object through parameters of actor
Cast
When you want to access specific object / all objects of the specific class / child blueprint
Nodes:
- Get Player Character - Cast to HeroChar
- Get Player Controller - Cast to HeroController
- Get Game Mode - Cast to MyGameMode
- Get Player Controller - Get Controlled Pawn - Cast to MyPawn
BluePrint interface
More like multicasting
Create a new Blueprint - Blueprint interface
In the object want to interact - Go to ‘Class Settings’ - Add interface
In the worker BPsend message to this interface
Can have inputs and outputs
Can be overwritten inside of other blueprints (add some functionality inside of interface to get some output when we call interface)