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Blueprints

Blueprints: a node-based interface without writing traditional code

Unreal Engine's Blueprint system is a visual scripting language that uses a node-based interface to create game logic, interactivity, and gameplay features without writing traditional code. It empowers designers by providing tools and concepts typically reserved for programmers, allowing them to create reusable Blueprint Classes for actors, characters, and more. Blueprints consist of an Event Graph for runtime logic, a Construction Script for editor-time setup, and can include Variables and Components.

Types of Blueprints:

  • Blueprint Classes: These are self-contained templates for creating new actors or objects that can be placed in any level. 
     

  • Level Blueprints: Specific to a particular level, this allows for unique level-specific logic and event handling. 
     

  • Blueprint Interfaces: Used to allow different Blueprints to communicate with each other by sharing common functions, enabling more complex interactions. 

Key Concepts

  • Accessibility:

    Blueprints make game development more accessible to designers and artists, allowing them to implement complex gameplay systems. 
     

  • Reusability:
    Blueprint Classes can be reused across different levels and projects, fostering a modular and organized workflow.
     

  • Flexibility:
    You can create entire games, interactive products, and specialized tools using only Blueprints.
     

  • Collaboration:
    Programmers can create baseline systems in C++ that designers can then extend using Blueprints, facilitating collaboration between different roles. 

ue5-blueprint-editor.png

Things to Remember

Common Best Practice

prioritize organization with modular design and comments

Establish clear conventions and separate your project into manageable, reusable components. Consistent practices, like structured folder layouts and comprehensive commenting, are crucial for readability and collaboration. 

use functions and macros for reusable logic

This helps to promote code organization, reduce redundancy, and enhance maintainability within Blueprints and C++. Who wants to rewrite the same piece of code over and over? This is what these are for and make our lives easier.

maintain tidy graphs with reroute nodes and alignment tools

To keep things clean, you can use reroute nodes to manage wire paths and alignment tools to organize nodes. The key is to use these features proactively during development to prevent "spaghetti" graphs from forming. 

understand the impact of events like Begin Play and Tick

Understanding them is key because BeginPlay is efficient for static initialization, while Tick is powerful but can impact performance if overused, making timers or other methods preferable for frequent, less-critical updates.

be mindful of performance

Avoid unnecessary casts and managing complex dependencies between blueprints. Profile early and often: Don't wait until the end of a project to start optimizing. Identify bottlenecks: Before changing anything, use tools to determine if your project is CPU-bound or GPU-bound. This will tell you where to focus your efforts.

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