Create and Sell your own Unreal Engine Plugins | Part 1

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hello and welcome to this new video today I will show you how you can create your own plugin with C plus plus inside unread engine first of all you should create a blank project and select C plus and name it however you want I will call my plugin tutorial and I will hit on create so while we wait I want to talk about how I want to create my videos in the future I want to keep them as short as possible and I want to explain everything as detailed as possible but nowadays the attention span of many viewers on YouTube is just short and I want my channel to grow that's why I want to keep the video short also don't forget to like And subscribe as many of my viewers are just watching and not subscribed the first thing you're gonna notice is that actually Visual Studio opened as well as the Unreal Engine um so let's see what we have here we have our engine and our games this is the game uh plugin tutorial and here we have the source and stuff if you want to create a new plugin you need to go to plugins and hit on ADD because it's like selected C plus plus at the beginning we can now choose between different templates or concrete and blank one I will just show you for now how to create a just some new blueprint notes I will call it I will call it blueprint extension for now and I will hit on create plugin okay so once the plugin is created we can directly start actually programming and so you will find your plugin under project and on the other and you can edit many new things here like the icon or the name or the description and so on you actually need to put for everything and your url if you want to sell your plugins but we will go over that in a future video for now I will just show you what you can do okay um if we open if we open Visual Studio we can just click on reload all and it will reload the project and we can go to plugins and to our newly created plugin okay in here there's our plugin we have resources like our icon and Source where our code is we also have the dot EU plugin and that's like just a text that contains these informations okay but if we go back to visual studio we can if we go back to visual studio we can actually um see our source and we have private and public and if you never programmed in C plus plus C4 here is how to do it so if we open not this but if we open the blueprint Library the dot h dot CPP we can actually see many new things I will just delete this and save it okay so what we have here is just um a basic code and actually our first blueprint function and you can see many new things here for example the display name is not the same as the actual name and we have a static float function so it will return a float and an input parameter parameter also if also a float and we also have some keywords and a category we could also put an end description and many new other things as well as having multiple outputs not just only one um but you actually can see this name and if you go to the CPP file you can actually find this here and what this function actually does is just returning -1 every time you call this um okay we will start programming a bit and then I think I will finish this video we can actually delete the first part and actually just delete the U plus part and one underscore and we want to completely start over and create um a new function so just delete this okay now we can put a u function in here and in the next line a static uh void and we will call up to test function okay so this is already our basic code and to actually make it uh make it available in blueprints we need to put in Blue Print callable uh okay and to actually do something when we uh when we execute this function we need to go into here and create a function but this will turn red why is that because you actually need to add a void and add View Loop print and then the name of of your dot Hy blueprint oh sorry little print Loop BP Library okay and now you blueprint extension I'm sorry River Library okay and this is perfect and so because we created a static void we don't actually need to return something so we can just execute something without returning anything however if you want to return something uh you can actually put like a static float in here and then you need to rename this load and then you need to return a float value like this and this should work um another thing what if you want to return more than a float like maybe you want to as a bull return value that indicates if the function executed properly and then a float for example so what I will do is just put this to pool and we will return true for now and here we need to start we need a static pool and this will return a tool function for example if we if I go into a random blueprint I will show you what I mean okay in here we can actually talk call the test function that was already there where we started um and you can see so for example if I pull if I pull this up again this would be a Bool now and that will also say a return value and if I um was about to add like a float value that I want to call test we can actually copy this also put this in here and this would be here like an input value but what if you want multiple output outputs for input it's a clear I guess you just add a new like for example integer I call this test two or a better name I will call this input and input true called input 1 input 2 and I will copy this and protest to Here and Now I want to return something else as well I will just for that I will just put the thing I want to return for example A F string I will um do a and symbol and then the name like return value 2. okay we will also copy this and paste it in here and if you want to already turn something here and we actually need to put it above the actual return uh thing okay so I want to return hello okay save this all and then go back to the engine and hit on come pile I I like to not enable live coding you can however I I don't I just don't like the live coding stuff so I will just compile it like this okay after the compile completed we actually need to restart the engine in order to see our new blueprint node for that I would highly recommend you to download and install the restart engine plugin this is pretty useful as you can just hit restart all the time and don't need to close the engine and restart it by hand uh okay okay once the engine is restarted we can actually go into a random blueprint I will go into this level and open the level blueprint uh here okay and here you actually see that our old node is not available any longer because we remove it from our code now we have our new one and we called it test function so we'll search for test function and it's actually here as you can see we create we as you can see we created our own function and you can put your own code in here now you know the basics in the next video we will talk more about how to create plugins and how to code inside Android engine as there is not very much documentation about C plus plus broker programming inside Unreal Engine I hope you enjoyed this video please press like and goodbye
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Channel: Kibibyte
Views: 15,020
Rating: undefined out of 5
Keywords: Addon, Create, Plugin, Ue4, Ue5, Unreal, game dev, game developer, game development, game engine, ue5 beginner tutorial, ue5 sequencer, ue5 tutorial, unreal engine, unreal engine 4, unreal engine 5, unreal engine 5 beginner, unreal engine 5 beginner tutorial, unreal engine 5 cinematics, unreal engine 5 sequencer, unreal engine 5 tutorial, unreal engine 5 tutorial film, unreal engine 5 tutorial landscape, unreal engine cinematics, unreal engine tutorial, virtual production
Id: tXlQGC4u7_s
Channel Id: undefined
Length: 11min 4sec (664 seconds)
Published: Fri Oct 21 2022
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