Getting Started with Blueprints Coding - Unreal Engine 4 Tutorial for Complete Beginners
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Channel: AstrumSensei - Game Dev
Views: 12,879
Rating: undefined out of 5
Keywords: unreal engine, unreal engine 4, blueprints unreal engine 4, unreal engine 4 blueprints, unreal, blueprints, unreal engine 4 tutorial, blueprint, unreal engine 4 blueprints tutorial, unreal engine 4 blueprint tutorial beginner, unreal engine 4 ai, unreal engine 4 inventory, unreal engine 2020, unreal engine 4 programming, learn unreal engine 4, unreal engine 4 games, unity blueprints, enemies in unreal engine 4, unreal engine 4 ai tutorial, unreal engine for beginners
Id: LtY1pFShROc
Channel Id: undefined
Length: 30min 35sec (1835 seconds)
Published: Wed Jun 10 2020
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Hi
I hope you don't mind some constructive feedback, but there are some approaches here new people to Unreal shouldn't be taught.
You shouldn't ever be using Level Blueprint for this. If you wanted another 10 lights, you're going to be copying and pasting the code another 9 times. If you then wanted to change any of the logic....you need to go and do it in 10 places. Even if you used a function in Level Blueprint, it's still linked to that specific level!
You also shouldn't be using keys like "E". Use the input manager and use the appropriate node for it on the graph. You should only use hardcoded keys for debugging. It takes a matter of seconds to set inputs up correctly, and new users to unreal need to know this from day 1.
You use the Triggerbox which casts the Actor to a PlayerController? I can only assume you're trying to filter if it's the player before continuing with execution. You should be using collision channels for this on the volume (which really should be a stand-alone Actor, not a TriggerBox in the level). When you do these checks, you'd normally always want to check for the collision on the Pawn and not the PlayerController. The result from the cast isn't actually being used, as you have nothing from the output reference.
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