How to use Blueprint Interfaces in Unreal Engine 5 in less than 3 minutes

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hey what up it's Joey chimney I'm going to show you how to use blueprint interfaces in Unreal Engine basically blueprint interfaces allow you to send and receive information between actors through it is basically a function and an event so in this example I'm going to make an actor I'm going to name it boost so I'm going to add a cube to it and in this Cube I'm going to go into the Collision going to go overlap all going to hit compile and save now I'm going to right click I'm going to go to blueprint blueprint interface I'm going to call this boost interface inside the Boost interface you'll see you can create functions so in this new function I'm just going to call this Boos thing and then I'm hit compile and save now what you do is you go into all actors that are going to use this function and you implement the interface so you implement the interface through the class settings in each of your actors so you go to class settings implemented interface add and I type in boost interface and you hit compile save do the same thing for the cube we just created boost the interface compile save um I'm just going to put a texture on this Cube so for the actor we just created I'm going to go into the event graph and I'm going to use actor begin overlap and call the Boost function that we just created in the interface and we're going to call that as a message now you're going to need to connect this to a target for the for the object reference so I'm going to go get actor of class and we connect that and then we want to get the BP third person character that we're using pile and save that then we go into the player character that we're using and we call the boosting event that we just created in the interface so instead of calling it as a message we call it as an event then for this example I'm just going to add a launch character note we'll just put some random value in there and then you compile all the blueprints make sure they're all compiled and then what I'm going to do is I'm going to put the Boost actor that we created in the scene and then I'm going to hit play and now you can see if we run into the cube we got launched in the air and that shows that the blueprint interface is allowing our player character and the actor that we just created to interact with each other this is basically allowing an outside actor to call an event on a separate actor you can also use blueprint interfaces to carry more information if needed so on this boost interface that I'm using in a different project I also have inputs for power the direction of the Boost the sound of the Boost and more so inside the Boost actor I have exposed variables so that way we can change the value for each actor in the scene and this value gets put into the Boost message and then sent to the Boost event on your character and this allows each boost actor that you place in your scene to have different values using a blueprint interface is also a soft reference so it's more performant than than simply using a cast to get your references TOS me to sub if you like the video if you got any questions leave it in the comments and if you have any suggestions for other tutorials you want to see let me know I do a lot of Game Dev content and other gaming content on this channel
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Channel: Joey Chimney
Views: 4,706
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Id: Ba_gEz229Wg
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Length: 3min 15sec (195 seconds)
Published: Wed Dec 13 2023
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