Course: Making a Blueprint Product Configurator

This video covers the use of Blueprints to add functionality and usability to your Unreal Engine project. Learn the basics of Blueprints and find out how to create a fully functioning product configurator.

https://dev.epicgames.com/community/learning/courses/Qpa/unreal-engine-making-a-blueprint-product-configurator

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On lesson: 20. Adjusting the Color of the Cover Screen and Final Troubleshooting

Just a note in case someone encountered the same problem:

At 07:59, if you want the editor to actually help you debugging, showing those orange lines to indicate the flow of the nodal execution, you have to choose the SpeakerLogic_BP from the dropdown list next to the play buttons, by default it reads: “No debug object selected”.

Great tutorials, thanks!

I really wish this forum would get a complete overhaul. The current design is poor and it’s hard to find anything.

Anyway, back to the topic: I’m still working on my Product Configurator and just finished lesson 17.

I tried placing all functions inside my SpeakerLogic_Blueprint and Speaker_Blueprint but it didn’t work as expected.

Not sure if I did something wrong or if I’m stuck in some kind of loop.
Would it be possible to pass my Level Blueprint code to SpeakerLogic_Blueprint ?I thought it would be simpler compared to having functions scattered across the Level BP, Speaker BP, and SpeakerLogic BP.

Thank you